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Visual Scripting

Visual Scripting

Visual Scripting shows project-level events and logic flows as a connected node graph. Use it to understand how events travel through actions and branches, or to create and connect logic without writing JavaScript.

Open the Visual Script

  1. Open Logic Flow from the editor.
  2. Click Visualize in the Logic Flow panel.
  3. The Visual Scripting window opens with event nodes, logic nodes, and their connections.
Current Visual Scripting graph with Event and Logic Flow node choices
Visual Scripting uses the full graph workspace. Add + opens the Event and Logic Flow node choices.

Read the Graph

  • Event nodes are signals that start a flow or receive the result of an action.
  • Logic Flow nodes describe an action such as Trigger Events, Change Variable, Check Conditions, or Switch Case.
  • Connections show the execution path from an event to a logic flow and then to the next event.
  • TRUE and FALSE branches show which event a Check Conditions node triggers for each result.
  • Case branches show the event connected to each value in a Switch Case node.

Add Events and Logic

  1. Click Add + in the top-right corner of the graph.
  2. Select Event to add an existing event as a graph node.
  3. Select Logic Flow to create a new action and choose its start event and settings.
  4. Drag from one node handle to another to connect the flow.
  5. Connecting one event directly to another automatically creates or updates a Trigger Events logic flow.

Navigate and Edit

  • Drag nodes to organise the graph. Their positions are saved for the next time you open it.
  • Use the graph controls to zoom, pan, and fit the complete flow into view.
  • Use a logic node's edit control to change that flow in the side panel.
  • The graph shows project-level logic. Item-local logic flows are edited from the item that owns them and are not duplicated in this overview.

Example: Open a Door

player_interacts → Check Conditions → open_door

  1. Add the player_interacts event node.
  2. Create a Check Conditions flow that tests whether the player has the required key.
  3. Connect the TRUE branch to open_door.
  4. Optionally connect the FALSE branch to an event that shows a locked message.
  5. Use open_door as the Start on event for the door's state transition.

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