You can create a Custom C# node to run your own custom logic in a Script Graph. For more information on Custom C# nodes, see Custom C# nodes.
To create a new simple Custom C# node:
[!include[open-project-window](./snippets/vs-open-project-window.md)]
Right-click a folder in the Project window's folder list, or anywhere in the Project window's preview pane, and go to Create > C# Script.
Enter a name, such as MyNode
, for the new script file.
Press Enter.
[!include[open-new-external-code](./snippets/vs-open-new-external-code.md)]
In your external editor, copy and paste the following code into your C# script:
using Unity.VisualScripting; using UnityEngine; public class MyNode : Unit { protected override void Definition() //The method to set what our node will be doing. { } }
[!include[save-script](./snippets/vs-save-script.md)]
[!include[return-unity](./snippets/vs-return-unity.md)]
[!include[regen-node-library](./snippets/vs-regen-node-library.md)]
[!NOTE] If you don't regenerate your Node Library, the node won't appear in Visual Scripting's fuzzy finder.
Open a Script Graph where you want to add your new node.
[!include[open-fuzzy-finder](./snippets/vs-open-fuzzy-finder.md)]
The node appears as My Node
at the end of the fuzzy finder list. Select the node to add it to your graph.
After you create the basic start to a node and add it to Visual Scripting's fuzzy finder, add ports so your node can send and receive data.