🤬 "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:
- the feature i want to add.
- the logic i attempted to use (and a brief explanation of what the graph does)
- 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?