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18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 | # Custom C# node attributes reference
You can add attributes to a node class and port variable definitions to customize the look of a Custom C# node.
## Node class attributes
You can customize the titles that appear on a node, where it appears in the fuzzy finder, and its icon. Node class attributes must be placed above the node class definition in a node's C# script.
Visual Scripting has 5 node class attributes:
- [UnitTitle](#unittitle)
- [UnitShortTitle](#unitshorttitle)
- [UnitSubtitle](#unitsubtitle)
- [UnitCategory](#unitcategory)
- [TypeIcon](#typeicon)
Usually, Visual Scripting automatically applies any changes you make to a node's class attributes after you save the C# file.
### UnitTitle

You can specify a `[UnitTitle]` to display a different title than the node's class name on the node when it appears in a Script Graph, and when you view details about the node in the Graph Inspector:
```C#
using System;
using Unity.VisualScripting;
using UnityEngine;
[UnitTitle("My New Title")]
public class MyNodeAfter : Unit
{
...
}
}
```
The `[UnitTitle]` attribute overrides the node's class name.
### UnitShortTitle

You can specify a `[UnitShortTitle]` to display a different title on the node when it appears in a Script Graph:
```C#
using System;
using Unity.VisualScripting;
using UnityEngine;
[UnitShortTitle("Short Title")]
[UnitTitle("My New Title")]
public class MyNodeAfter : Unit
{
...
}
}
```
The `[UnitShortTitle]` only appears on the node in a Script Graph. The `[UnitTitle]` or node class name still displays in the Graph Inspector.
### UnitSubtitle

You can add a `[UnitSubtitle]` to add a line of text below the `[UnitTitle]`, `[UnitShortTitle]`, or node class name when a node appears in a Script Graph:
```C#
using System;
using Unity.VisualScripting;
using UnityEngine;
[UnitSubtitle("It's a subtitle!")]
[UnitShortTitle("Short Title")]
[UnitTitle("My New Title")]
public class MyNodeAfter : Unit
{
...
}
}
```
The `[UnitSubtitle]` doesn't appear in the Graph Inspector.
### UnitCategory

You can specify a `[UnitCategory]` to tell Visual Scripting where to place the node in the fuzzy finder:
```C#
using System;
using Unity.VisualScripting;
using UnityEngine;
[UnitCategory("FirstLevel/SecondLevel")]
public class MyNodeAfter : Unit
{
...
}
}
```
Replace `FirstLevel` with the name of the top-level category in the fuzzy finder where you want Visual Scripting to place the node. Replace `SecondLevel` with the name of a subcategory. Visual Scripting creates the categories if they don't already exist in the fuzzy finder.
> [!NOTE]
> You must [regenerate your Node Library](vs-configuration.md) for changes made to a node's `[UnitCategory]` to take effect.
### TypeIcon

You can use the `[TypeIcon]` attribute to change the icon that appears on a node when it appears in a Script Graph:
```C#
using System;
using Unity.VisualScripting;
using UnityEngine;
[TypeIcon(typeof(ToggleValue))]
public class MyNodeAfter : Unit
{
...
}
}
```
The icon for the node changes in the Graph Inspector, too.
> [!NOTE]
> You can't point to your own custom icons from this attribute. You must use an icon from the Visual Scripting icons library, which includes all Unity types.
## Port attributes
Custom nodes have one mandatory port attribute and one optional port attribute: [DoNotSerialize](#donotserialize) and [PortLabelHidden](#portlabelhidden), respectively. Port attributes must be placed above your variable declarations for each port variable in the node.
Visual Scripting automatically applies any changes you make to a node's port attributes after you save the script file.
### DoNotSerialize
`[DoNotSerialize]` is a mandatory attribute for all ports on custom nodes. Add this attribute to avoid serialization of data that shouldn't be serialized:
```C#
using System;
using Unity.VisualScripting;
using UnityEngine;
[UnitShortTitle("Short Title")]
[UnitTitle("My New Title")]
[UnitCategory("My Nodes")]
[UnitSubtitle("It's a subtitle!")]
[TypeIcon(typeof(Color))]
public class MyNodeAfter : Unit
{
[DoNotSerialize]
public ControlInput inputTrigger;
[DoNotSerialize]
public ControlOutput outputTrigger;
[DoNotSerialize]
public ValueInput myValueA;
[DoNotSerialize]
public ValueInput myValueB;
[DoNotSerialize]
public ValueOutput result;
private string resultValue;
protected override void Definition()
{
...
}
}
```
### PortLabelHidden

You can add the `[PortLabelHidden]` attribute to hide the name label for any port on a node when it appears in a Script Graph:
```C#
using System;
using Unity.VisualScripting;
using UnityEngine;
[UnitShortTitle("Short Title")]
[UnitTitle("My New Title")]
[UnitCategory("My Nodes")]
[UnitSubtitle("It's a subtitle!")]
[TypeIcon(typeof(Color))]
public class MyNodeAfter : Unit
{
[DoNotSerialize]
[PortLabelHidden]
public ControlInput inputTrigger;
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput outputTrigger;
[DoNotSerialize]
public ValueInput myValueA;
[DoNotSerialize]
public ValueInput myValueB;
[DoNotSerialize]
public ValueOutput result;
private string resultValue;
protected override void Definition()
{
...
}
}
```
The port's label is still visible in the Graph Inspector. Use the same name in a port's variable definition and the port's key in the `Definition` method for the node's class, as shown:
```C#
using System;
using Unity.VisualScripting;
using UnityEngine;
public class MyNode : Unit
{
...
[DoNotSerialize, PortLabelHidden]
public ValueInput myValueA;
[DoNotSerialize, PortLabelHidden]
public ValueInput myValueB;
...
protected override void Definition()
{
...
myValueA = ValueInput<string>("myValueA", "Hello ");
myValueB = ValueInput<string>("myValueB", String.Empty);
...
}
}
``` |