Component

Animation nodes

See Animation.

Audio nodes

See Audio.

Collider nodes

See Collider.

FX nodes

See FX.

Rendering nodes

See Rendering

UI nodes

See UI.

Add Component

Adds the given component to the given game object.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Object Reference

Object

Reference to the component to add.

Game Object

Game Object

The game object to add the component to.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Get Component

Gets a reference to a component of the given game object.

To use this node, you must set the type of component that you want to get a reference to. Only then will the Component output port appear on the node. To set the component type, connect an output port of the type that you want to get a reference to the Type Example input port on the Get Component node.

Example node with type not set (left) and use of a Float Component Reference node to set the type (right)

After you set the component type, you can delete the connection to the Type Example port. You can also delete the node that you connected to the Type Example port, if you don't need it.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Game Object

Game object

The game object that has the component you want to get a reference to.

Type Example

object

Used to set the component type. See the description above for more information.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

Component

<varies>

Reference to the component of the set type from the given game object. This port appears only after you set the component type. See the description above for more information..

Set Component Enabled

Sets the enabled property of the given Behaviour. Behaviours are Components that can be enabled or disabled. For more information, refer to Behaviour in the Unity documentation.

Inputs:

Name
Type
Description

Enter

Flow

Flow to activate the node.

Behaviour In

Behaviour

The Behaviour to enable or disable.

Set Active

Boolean [editable]

The value to set for the enabled property.

Outputs:

Name
Type
Description

Exit

Flow

Continue the activating flow.

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