# 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 ![An image of the Graph window. The opened Script Graph has two groups that each contain a single Custom C# node: a yellow Before group and a purple After group. In the Before group, the title of the Custom C# node is "My Node." In the After group, the title of the Custom C# node is "My New Title."](images/vs-my-node-custom-node-unit-title.png) 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 ![An image of the Graph window. The opened Script Graph has two groups that each contain a single Custom C# node: a yellow Before group and a purple After group. In the Before group, the title of the Custom C# node is "My Node." In the After group, the title of the Custom C# node is "Short Title."](images/vs-my-node-custom-node-short-title.png) 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 ![An image of the Graph window. The opened Script Graph has two groups that each contain a single Custom C# node: a yellow Before group and a purple After group. In the Before group, the Custom C# node doesn't have a subtitle. In the After group, the Custom C# node has a subtitle of "It's a subtitle!" that displays underneath the node title.](images/vs-my-node-custom-node-subtitle.png) 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 ![An image of the Graph window. The opened Script Graph has two groups that each contain an open fuzzy finder: a yellow Before group and a purple After group. In the Before group, the fuzzy finder displays the Custom C# node, My Node, at the end of the top level of available nodes and node categories in the fuzzy finder. In the After group, the Custom C# node, My Node, has moved to the My Nodes category.](images/vs-my-node-custom-node-fuzzy-finder-level.png) 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 ![An image of the Graph window. The opened Script Graph has two groups that each contain a single Custom C# node: a yellow Before group and a purple After group. In the Before group, the Custom C# node, My Node, displays with the standard icon for a custom node. The icon is a white rectangle with two white circles attached to the left side, and one white circle on the right, as a simplified representation of a node. In the After group, the Custom C# node has a ToggleValue icon. The ToggleValue icon has two white circles beside a rounded, hollow rectangle with a green circle at the bottom, to represent a switch or toggle.](images/vs-my-node-custom-node-type-icon.png) 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 ![An image of the Graph window. The opened Script Graph has two groups that each contain a single Custom C# node: a yellow Before group and a purple After group. In the Before group, every label for each port on the Custom C# node, My Node, displays on the node. In the After group, all labels for every port on the node are hidden and are only represented by their port type icons.](images/vs-my-node-custom-node-port-labels-hidden.png) 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("myValueA", "Hello "); myValueB = ValueInput("myValueB", String.Empty); ... } } ```