Unity Visual Scripting (Native)
Unity had been experimenting with a visual scripting system of their own before we started working on this article. It is expected to become the default choice of game developers who are currently using Bolt and Playmaker since Unity will roll out updates and bug patches at a much faster rate than any 3rd party team.
Because it is integrated into the Unity engine, you can use it for free without requiring any additional downloads. As of now, you can get the latest version of Unity and check it out. This visual scripting system is based around DOTS (Data Oriented Technical Stack), which is designed to make it easier for developers to write high-performance multithreaded code.
It is built around the Entity Component System (ECS) of Unity, unlike the Bolt plugin which is non-ECS (it’s Object Oriented, as opposed to Data-Oriented).
A visual programming plugin for Unity, it uses a graph-based coding environment. There are two types of graphs you can work within Bolt- Flow Graphs, and State Graphs. You start with an “event”. An event can be user input, like a mouse click or keypress.
It can also be an input from a sensor or messages from other programs/ threads. Flow graphs let you change component properties, trigger actions within the game world, execute logic and math, check conditions, etc. You can create the core of your game logic and AI with Flow graphs.
With State graphs, you can create intelligent behaviors for enemy units, manage the UI, and design progress structures for your game. Bolt has a set of variables that let you store and play with any data type- integers, floating points, names, etc.
You can even store complex data structures. Macro support lets you reuse entire graphs by applying different parameters. Seamless integration with the Unity editor, live editing, predictive debugging, and built-in documentation are some of the other features that make Bolt the preferred visual scripting plugin for a vast majority of Unity users.
A fast and easy way to create prototypes for your upcoming games without having to write a single line of code. It is also useful for creating AI behaviors and interactive objects.
Game logic is designed within Playmaker by connecting blocks of code, or graphs, with wires that create relationships between different code blocks. You can select premade actions from a list, and there is no syntax to worry about.
Playmaker visual scripting has been utilized to create some really popular games such as Hollow Knight, Hearthstone, The First Tree, INSIDE, etc. Playmaker works across all Unity platforms- PC, Console, TV, AR, Web, and Mobile. Playmaker makes it easy to debug with its powerful real-time error checker and runtime debugging.
The editor helps speed up your workflow with easy copy/paste functionality and template support.