#Reasons To Quit Unity Visual Scripting (And How To Solve Them)

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amber ivy
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Have you ever wondered why this tool appears forgotten, with an inactive community and no updated tutorials?

Its been a while since I started researching what has happened to uVS.

It is an awesome tool. It has potential.

I cant imagine myself using Unity without it... And yet, I don't see updated tutorials on how to get features done needed for gameDev.

So today I had an idea. List all the reasons why people stop using it. And share an antidote to make it friendly for new comers.

Instead of scaring new people... invite them to try it, like it and even support it.

So got any idea why people don't want it?

List it here. And share your opinion how that can be solved. 🙏

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🤬 "Difficult to get an overview of the whole system"

While it would be best to get an in-house search tool, there's a "find node" in the asset store that works. Its not perfect but its free.

⚠️ https://assetstore.unity.com/packages/tools/visual-scripting/node-finder-for-unity-visual-scripting-free-205655

#1395103275723788502 Also, you can bash Unity with this, using Submit an idea. let's make noise so they hear us. Read this thread to see how.

Get the Node finder for unity visual scripting (Free) package from Myanko and speed up your game development process. Find this & other Visual Scripting options on the Unity Asset Store.

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🤬 "The uVS-specific error messages are annoying"

While the search node give you answers and take you to the graph you need... We still need to find red nodes (errors) for debugging.

If you're familiar with uVS then you know it's hard to see where the source of the error is.

Multiple red nodes show up in 1 error, making it harder to see where's the source.

And clicking the console error only points to 1 gameObject (and sometimes it's not the one with the source)

So here's a .cs made by the community, an extract from a bigger pack, that does just that.

Shows you all red nodes. Click them and you'll see them. Perfect for debugging.

⚠️ Download this file, Rename to remove .txt extension. Add it to your unity project files and let it compile.

You'll see the option "Error Finder" in Unity Editor Windows tab)

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🤬 "The overwhelming majority of Unity know-how available in the world is for C#. It is fatal that the genAl cannot handle uVS."

While its true there's little to no updated tutorials online on how to do things in uVS...

You can still "translate" any c# into nodes. There are a few workarounds for things you can't use with graphs

(like generics, inheritance, interfaces - according to CodeMonkey)

⚠️ Go to editor settings >> visual scripting and turn off "human naming" so nodes have similar names to c# functions/operations.

And then, don't be afraid to use AI as a helper

I usually start any prompt with "unity 6 visual scripting" + paste a screenshot of the graphs and detail 3 things:

  1. the feature i want to add.
  2. the logic i attempted to use (and a brief explanation of what the graph does)
  3. the error/gap/detail im missing.

Most of the times it gives me a valid idea that works. Even simple things like "what node can be used for X" and it does give me the node i needed.

With this approach, I've been able to add ANY feature i needed so far. And for most of these... No tutorials online.

Oh and tell your AI assistant "no c# code." So it doesnt spit out c# solutions.

Or copy-paste a working/shared c# to AI and ask "how can i do this with unity visual scripting?"

These assistants are getting smarter each day. Try them.

P.d. i use Google's Gemini 2.5 Flash (Free version). Google works. And points to references if you ask it to. For example you can promot "research in docs.unity3d.com discussion.unity3d.com too"

Btw, i also tried "how should this graph look like" and while it cant reproduce a screenshot eith uVS nodes... It tries to mimick the sequence. Cool, uh?

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Reasons To Quit Unity Visual Scripting (And How To Solve Them)

amber ivy
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🤬 "Honestly struggle so much implementing... well anything with it. It's incredibly difficult to find every little thing i need in it that i never genuinely pursued anything worthwhile with it, especially an inventory"

Yeah. Imagine buying a cool bookcase and it didnt come with any manuals on how to build it.

Some people may enjoy experimenting to see how its built... Improvising... But when we do that, usually it ends up loose or ugly (not functional).

That's what is happening with uVS.

And i mentioned this in an interview for unity new users.

When i first started, i didnt see any clear steps to follow using unity....

And visual scripting? Into the void.

Learn.unity3d has little to no beginner friendly course for that.

Udemy and youtube? 2021 and older videos on how to use it. Outdated. And simple lv1 features.

Custom, +intermediate features? Pff only c# tutorials for that.

⚠️ Post a new thread about what features you want to add using uVS.

We (the community) will make our best to add a tutorial on how to do just that.

If you dont ask - how can we know what you want?

I wanted to make an inventory. I didnt find a tutorial for it. I started my endless journey to get it done. I finally made it. Now i can share with others how it's done. Takes you less time. And makes you like uVS more. Win-win.

amber ivy
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🤬 "Blueprint has more shortcuts and nodes setup for visual scripting."

While this could be true... We can still create custom nodes with c#. And definitely submit an idea and vote for public roadmap jpdates for uVS in here:

⚠️ https://unity.com/roadmap

And also, ask other people. In places like here. Im assuming people who decides to stick with uVS may have a different mindset. Scream for help and we shall hear. But dont scream in a forest where's there no man to listen.

⚠️ In short: want help? Ask.

🤬 "Another issue is the community for unity visual scripting seemed limited. Hard to get answers"

Yes, I've seen online that uVS community has fled almost since Unity acquisition... Could be the rename bolt to visual scripting? The abandonment of bolt2?

Whatever the reason. This tool still exists. Its built in, no external installation. So im assuming its going to be here for a long time.

And unity members confirmed me it may get updated if they see volume of demand. In other words, we make noise to nudge updates.

#1395103275723788502

Read this to see more.

So my guess is that yhe "abandoned" bolt server was ignored because of past changes...

⚠️ And now we have an opportunity to be different - to remain active and helpful. In this new room in the OFFICIAL unity discord server.

It depends on us - the uVS graph users.

Unity

Explore the timeline for the future of Unity’s products and submit your feedback directly to the teams developing them.

amber ivy
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@sharp rose

finite kernel
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I'm a content creator focusing on game development. Right now I'm working on godot tutorials for visual scripting through a plug-in but it's not perfect and not a lot of people use it.

I also come from unreal so I love visual scripting as much as traditional coding. I would love to make updated 2026 videos on using uVS in unity I'd enough people would care to watch. Personally it's just painfully slow for me.

Searching for nodes in the visual graph is so painfully slow. It refreshed the search after every key, and on top of that it's loading all the boxes available when I search. @amber ivy

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Have you experienced that at all? I'm running unity on Linux kde plasma using Cachy os. So I don't know if it's slow with only Linux and better on Windows or if it's just like that.

little mesa
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Wait, you can search in UVS?

I assume complaints aimed at UVS are about Vanilla, not with community add-ons. I've found the add-on search is AOK.

It's too bad they stopped supporting Visual Scripting natively in Godot. Not enough people using it, heck it probably just needed some love on the dev side

amber ivy
amber ivy
finite kernel
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hi so apparently it must've been a bug a while back(roughly two months ago now/ late november last year) but i'm trying visual scripting again in unity and the whole "slow search for node thing" is now blazing fast.

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so please disregard what i said above.

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So @amber ivy i'm very interested in making tutorials for visual scripting. My only caveat was the slow search, and now that it is "fixed", I am more confident in my ability to post tutorials for 2026 Unity 6 visual scripting on my youtube channel

little mesa
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You can browse the forum posts here in this channel for good topics, but from my own observation, it is very common people ask about character controllers, lately a lot of people asking about double-jump... and networking.... but those 2 things are WORLDS apart in complexity

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i think a problem with people asking about networking in UVS, is that really networking needs to be understood as a separate topic, but the people asking haven't learned the basics about scripting logic yet, let alone key points related to networking. Local/Server authority, server structure and configuration, p2p Vs. dedicated server, fleets, relay, rooms/lobbies, interpolation, race-conditions, databases, bandwidth, latency, optimization... people just assume there must be a "make networking node" somewhere in UVS lol, without realizing they really need to go away and study some documentation for a month or 2, then do lots of practice setups and troubleshooting before they can even really start. People who are ninjas in C# still generally have to approach Networking as a brand new set of concepts they need to learn from scratch.

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totally different thing to learn from "how do i code?"

amber ivy
little mesa
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now why didn't I think to sell custom nodes? Egh, realistically I am probably too lazy to do all the market-research to keep it needs-based

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plus it doesn't look like the busiest market to tap into, would be happy to be wrong

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If Unity ever work on UVS again, I'd love for them to integrate the community add-ons, like make that a #1 promise and priority, but then it's only fair to also give back to devs who contributed if they did that

boreal musk
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I found Orchestrator

finite kernel
boreal musk
finite kernel
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Is there not any local variables in the script graph?

little mesa
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Like temp vars? No

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All vars are basically member level

finite kernel
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Visual scripting is dead ass, hard.

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I feel like things are missing

prisma pasture
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for uvs?

finite kernel
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no. I didn't know I should

prisma pasture
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If you want i can help

little mesa
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I feel like it really shouldn't be verboten to speak about UVS alternatives here. Rather than mods taking issue with it, they could funnel it into cause for Unity to pay some attention to the products they buy instead of leaving them for dead. That'd be a much better way to stop people discussing alternatives. Even the one guy, who is pretty much solely responsible for the Community add-ons, still has UNode open in the progress videos he shares lol.

boreal musk
finite kernel
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I have no idea

prisma pasture
finite kernel
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Oh? Yea

prisma pasture
finite kernel
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Damn

prisma pasture
finite kernel
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Oh alright

heavy wigeon
# finite kernel Oh alright

The closest you will get to Local Variables is flow variables as these only exists inside the Flow you cannot create or use them from outside of the flow they were created in. To create one you have to use the Set Variable node and set it to flow variable once this node runs it will create one

finite kernel
slim harness
heavy wigeon
slim harness
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Hmmmmm i might actually consider using it

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is there any major difference or something i should know ?

heavy wigeon
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Maybe @prisma pasture tell you the main differences as he uses Unode mainly(Sorry for the @)

prisma pasture
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Hello there

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What would you like to know

slim harness
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any major difference between VS and Unode

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i am having issues with how VS deals with varaibles and some performance problems and i thought UNode would fix those since it is closer to C#

prisma pasture
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unode is very close to raw c#

slim harness
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maybe i should ask what are differences with c# then

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besides being visual, obviously

prisma pasture
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basically unode can generate c# scripts for you using a visual graph format

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stuff like inheritance are supported

slim harness
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i am definitely checking it out now
this is pretty much exactly what im looking for

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thank you

prisma pasture
heavy wigeon
# slim harness i am having issues with how VS deals with varaibles and some performance problem...

Think about it more like you wont be able to run graphs directly in play mode like you do in Visual Scripting with the Script machine. You have to compile your Graphs to C#. It does have this functionality but if you are looking for performance it's best to avoid it. So the main problem you will run into is needing to end play mode to make a change to your graph to compile it to C# again.(Some external packages can get around this but we are comparing Unode its self to Visual Scripting)

slim harness
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i will probably ask you as i try later on, i dont really have questions yet

prisma pasture
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can edit c# graphs while in playmode and editor without need to recompile

heavy wigeon
prisma pasture
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no

slim harness
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looks like it ?

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oh

prisma pasture
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the live editing is for reflection graphs only

slim harness
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ohh

prisma pasture
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unless u have hot reload asset with unode

heavy wigeon
prisma pasture
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ah

slim harness
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are native c# mode and reflection modes incompatible ? like can i make and test scripts in reflection mode and then just switch to native c# mode ?

prisma pasture
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since the reflection part only supports monobehaviour mainly

slim harness
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this is really cool

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okay this is a little off topic but what else is there than monobehavior ? i dont know c# pretty much at all sorry if this is a dumb question

prisma pasture
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thats where inheritance comes in

heavy wigeon
# slim harness okay this is a little off topic but what else is there than monobehavior ? i don...

MonoBehaviour is like normal Type you use for gameobjects this where you add your game logic that will run in play mode.

but if you are making a pure C# Graph not a runtime/reflection graph you can make almost any type of class. it's more nuanced than "what else is there other than Monobehaviour" like you can make classes that are specific to just holding data they dont Inherit from Monobehaviour. There might be other classes from like lets say for some reason you want to make a Editor Window you can Inherit from EditorWindow that will make a Custom Window inside the Unity Editor etc. So you will need to learn a tiny bit of how C# Works. but using Runtime graphs might naturally lead to you learning more as you look at the C# Code for them

prisma pasture
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but say for example if you were to do multiplayer and a graph needs to inherit from networkbehaviour which derives from monobehaviour as well you can do it

slim harness
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It was inevitable haha, ill learn c#
Thank you so much for your help both of you, this is like exactly pinpoint what i wanted as a visual scripting way and it exists

prisma pasture
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wont be easy

slim harness
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yeah, i expect that but im ready to learn

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something something foreshadowing

heavy wigeon
# slim harness yeah, i expect that but im ready to learn

But start slow for now you probably wont need more than the Monobehaviour type and a basic Custom Classes. so learn about these first like what is a Class. You can learn about Inheritance a bit later. So if you use RuntimeGraphs it should work some what similar to what you are used to just with a Different UI that you will need to learn. That will teach you what a monobehaviour is What Methods/Functions are what Fields and Properties are etc

slim harness
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This is exciting c:

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thank you

heavy wigeon