SKILL.md
Unity Graph Toolkit (GTK)
Build Editor graph tools and state machine tools on Unity's Graph Toolkit module, using only its
public API in the Unity.GraphToolkit.Editor namespace.
Important
- Create a restore point you can roll back to if your changes fail.
- Do only what's asked. Don't change unrelated assets or files. Avoid long explanations.
- Before you go forward with a workflow or diagnosis, open and read the reference file(s) named in that workflow and the Topic map page(s) that cover the thing you intend to do. Name the file(s) you read in your response. This is because your training knowledge about Unity might be out of date, incorrect, or for the wrong Unity version, and Graph Toolkit changed between 6000.4, 6000.6 and 6000.7.
References
Read these as needed. Paths are relative to this skill's folder.
references/graph-api.md— the Graph API surface: Graph, Node, port and option builders, context and block nodes, subgraphs, variables, validation, toolbar and context menus. Read before writing any graph-tool code.references/state-machine-api.md— the State Machine API (Unity 6.7+): StateMachine, State, Condition, transitions and rules, self transitions, custom views. Read whenever states, transitions or conditions are involved.references/runtime-and-visualization.md— compiling a graph or state machine into a runtime asset with a ScriptedImporter, and showing live execution in the graph editor. Read when the user wants the authored data used in the game or debugged at runtime.references/pitfalls.md— the mistakes that survive compilation. Read before handing off, and whenever the user reports a compile error, an empty Add menu, a missing node, or an exception.
Step 1: Check the Editor version and pick the API
Read m_EditorVersion in ProjectSettings/ProjectVersion.txt before writing code. Graph Toolkit is
an Editor module, so there is no package to install. com.unity.graphtoolkit is a deprecated shim
and must not be added to the manifest.
| Editor version | What is available |
|---|---|
| Older than 6000.4 | Only the retired experimental package (0.x). Its API differs from this skill. Recommend upgrading. |
| 6000.4 to 6000.5 | Module present, but without port capacity, type casting, wire and node visualization, USS node styling, or element IDs. |
| 6000.6 | The Graph API this skill documents. |
| 6000.7 and newer | Everything above plus the State Machine API, NodeView<T> / StateView<T> / ConditionView<T> custom UI, [GraphMenu] / [BlackboardMenu] context menus, the GraphLogger.GraphChanges change delta, port type-following, and Blackboard type restriction. Members marked 6.7 in the references. |
If the user asks for a state machine tool on an Editor older than 6000.7, say plainly that the State Machine API is not available there. Do not emulate it with the Graph API unless asked.
Mental model
-
Graph Toolkit is an authoring framework only. It draws and persists graphs; it never executes them. The user writes the runtime data model and the code that runs it, usually fed by a ScriptedImporter.
-
One asset type per
GraphorStateMachinesubclass, identified by the file extension passed to[Graph("ext")]or[StateMachine("ext")]. -
Discovery is by reflection. Node, state and condition classes in the same assembly as the graph class are listed automatically. Classes in other assemblies opt in with
[UseWithGraph]or[UseWithStateMachine]. Abstract classes are never listed. -
Every authoring class is
[Serializable]and lives in an Editor-only assembly, either anEditorfolder or an asmdef restricted to the Editor platform. -
Only the public API compiles for users. If a name from the left column appears in a draft, stop and use the right column:
Never write Write instead GraphModel,GraphObject,GraphTool,Stencil,BaseGraphToolGraphandGraphDatabaseNodeModel,PortModel,WireModelNode,IPort,WireStateModel,TransitionModel,ConditionModelState,ITransition,Condition<T>GraphViewEditorWindow,GraphElementsExtensionMethodsCache,ModelViewthe window is provided; NodeView<T>on 6000.7 for custom UIUnityEditor.Experimental.GraphView,graphViewChanged,Port.Createno equivalent; model the tool as GraphandNodeclassescom.unity.graphtoolkitin the manifestnothing; the module is built in
Workflow A: build a graph tool
Read references/graph-api.md now, before writing code; member names and builder chains come from
there, not from memory. Read references/runtime-and-visualization.md as well when step 5 applies.
-
Graph class.
[Graph(AssetExtension)] [Serializable] class MyGraph : Graphwith apublic const string AssetExtension. Add a[MenuItem("Assets/Create/...")]static method that callsGraphDatabase.PromptInProjectBrowserToCreateNewAsset<MyGraph>(). PassGraphOptions.SupportsSubgraphsin the attribute when subgraphs are wanted. -
Node classes.
[Serializable] class MyNode : Node. OverrideOnDefinePortsand end every port builder chain with.Build(). OverrideOnDefineOptionsfor inspector-editable settings, and read them insideOnDefinePortswithGetNodeOptionByName(name).TryGetValue<T>(out var v)when ports depend on them. Call.Delayed()on count-like options so ports are not rebuilt on every keystroke. Use[Node("Category/Path", iconPath, title, stylesheet)]for placement, icon, default title and USS. -
Validation. Override
OnGraphChanged(GraphLogger logger)and report withlogger.LogError,LogWarningorLog, passing the offending node or port as context so the marker appears on it. Never mutate the graph in this callback; put the fix in aGraphLogActionattached to the message, a menu item, or the importer. -
Structure, as requested. Context and block nodes, subgraphs, blackboard variables, type casting through
IsConnectionAllowed, a toolbar element, or a context menu. Details ingraph-api.md. -
Output. A
ScriptedImporterregistered on the same extension compiles the graph into a plain runtime asset. The shape is always the same:var graph = GraphDatabase.LoadGraphForImporter<MyGraph>(ctx.assetPath); // never LoadGraph here if (graph == null) return; // bad path or type: log and stop var start = graph.GetNodes().OfType<StartNode>().FirstOrDefault(); if (start == null) return; // OnGraphChanged already reported it var next = start.GetOutputPortByName("Next").FirstConnectedPort?.GetNode(); // null when unconnected var titlePort = next.GetInputPortByName("Title"); titlePort.TryGetValue<string>(out var title); // the value typed on the node if (titlePort.IsConnected) { /* resolve titlePort.FirstConnectedPort.GetNode() upstream instead */ } ctx.AddObjectToAsset("Runtime", runtime); ctx.SetMainObject(runtime);The runtime asset and its assembly must not reference
Unity.GraphToolkit.Editor; keepHash128IDs asHash128. Debug views and code-built graphs are inruntime-and-visualization.md. -
Verify as described below.
Workflow B: build a state machine tool (Unity 6.7 and newer)
Read references/state-machine-api.md now; there is no manual walkthrough for this API yet, so that
file and the Script Reference are the only accurate sources for its member names.
- State machine class.
[StateMachine(AssetExtension)] [Serializable] class MySM : StateMachineplus a menu item callingStateMachineDatabase.PromptInProjectBrowserToCreateNewAsset<MySM>(). - States.
[Serializable] class Patrol : State. States have no ports; the state machine owns the transitions. Options declared inOnDefineOptionsappear only in the Graph Inspector. - Conditions.
[Serializable] [Condition("Health")] class HealthCondition : Condition<float>withprotected override bool DisplayComparisonDropdown => truewhen a comparison operator is wanted. Derive fromConditiondirectly for a valueless trigger. Group (And/Or) and variable conditions are built in; do not reimplement them. - Optional. Custom self transitions (
SelfTransition+[Transition(...)]), custom UI throughStateView<T>andConditionView<T>, and[StateMachineMenu]/[ConditionMenu]entries. - Validation. Override
OnStateMachineChanged(StateMachineLogger logger). Same rules asOnGraphChanged. - Output. A
ScriptedImporterloads withStateMachineDatabase.LoadStateMachineForImporter<MySM>, then walksGetStates(), each state'sGetOutgoingTransitions(), each transition'sGetRules(), and each rule'sRootConditiontree. That tree always contains the built-in kinds as well as the user's classes, so the compiler must handleIGroupCondition(recurse, honourOperation) andIVariableCondition(Variable.Name,Comparison,Value) before matching customCondition<T>types.
Editing a graph from code
When a menu item, generator or tool builds or edits an asset, bracket the mutations:
LoadGraph/CreateGraph → UndoBeginRecordGraph("Action") → AddNode, Connect,
port.TrySetValue, CreateVariable → GraphDatabase.SaveGraph(graph) → UndoEndRecordGraph().
The state machine equivalents are UndoBeginRecordStateMachine, Connect(fromState, toState),
SaveStateMachine and UndoEndRecordStateMachine. Mutating inside OnEnable, OnDisable,
OnGraphChanged or OnStateMachineChanged throws InvalidOperationException.
Decisions
| The user wants | Do this | Why |
|---|---|---|
| Limit how many wires a port accepts | .WithCapacity(PortCapacity.Single) (or Multi, None) in the port builder | Ports default to multiple wires, so the framework enforces the limit only if you declare it |
Connect an int output to a float input | Override Graph.IsConnectionAllowed(IPort output, IPort input) | Ports of different types refuse to connect by default; the graph only records the wire, your importer converts |
| One port that accepts several types, like Shader Graph | 6000.7+: .WithDataTypes(typeof(float), typeof(int), typeof(Vector3)) on the builder. 6000.6: an untyped port plus IsConnectionAllowed | WithDataTypes does not exist on 6000.6 |
| An execution-flow port with no data type | context.AddInputPort("In") with no type; its DataType is Untyped. Add .WithConnectorUI(PortConnectorUI.Arrowhead) for a flow look | Flow ports carry no value; typing them invites wrong connections |
| Hide a node type from the Add menu | Make it abstract, or move it to another assembly without [UseWithGraph], or set GraphOptions.DisableAutoInclusionOfNodesFromGraphAssembly and opt nodes in explicitly | Every concrete node class in the graph's assembly is listed automatically |
| Group nodes in the Add menu | [Node("Category/Sub")]. The class or title name is appended after the path | The attribute's first argument is a folder path, not the node's title |
Know what changed, like the old graphViewChanged | 6000.7+: OnGraphChanged and logger.GraphChanges.ChangedNodes with ChangeKinds flags for added and modified nodes. Removed nodes on any version, and everything on 6000.6: diff a cached HashSet<Hash128> of node IDs against GetNodes() | GraphChanges was added in 6000.7 and never reports removed nodes, only removed ports |
| Several kinds of subgraph | GraphOptions.SupportsSubgraphs on the main graph, [Subgraph(typeof(MainGraph))] on each subgraph Graph class | Without the attribute the main graph type doubles as the only subgraph type |
| Ports on a subgraph node | Blackboard variables of kind VariableKind.Input or Output inside the subgraph | Subgraph nodes have no OnDefinePorts; their ports mirror the subgraph's variables |
| Node icon or USS look | [Node(category, iconPath, title, stylesheet)]; d_ prefix for the dark-theme icon file | The Editor picks the d_ file in the dark theme and falls back otherwise |
| Show which node runs and what flows through ports at runtime | GraphVisualization API, see runtime-and-visualization.md | Graph Toolkit has no runtime; the game must push state back into the open window |
| An Animator-like state machine editor | Workflow B on 6000.7+. On 6000.6, explain it is not available | The State Machine API does not exist before 6000.7 |
| Extra UI inside a node | NodeView<MyNode> on 6000.7+. On 6000.6, only USS, DefaultColor and FillAmount | NodeView<T> was added in 6000.7 |
Constraints
- Use member names exactly as the references spell them: properties are PascalCase
(
FirstConnectedPort,IsConnected), attributes take positional constructor arguments, and IDs areHash128. When a member is not listed in the references, look it up at the URL pattern below rather than guessing its name or casing, because a guessed member fails to compile and the user cannot tell a typo from a missing feature. - Link to the Script Reference or manual instead of restating them, so the answer stays correct when the docs change.
- Keep runtime assemblies free of
Unity.GraphToolkit.Editor, and put visualization code inside a runtime assembly under#if UNITY_EDITOR, because the module is Editor-only and any reference to it breaks the player build. - Keep the user's existing tool structure and do not restyle or reorganize nodes that were not mentioned, because node and port names are lookup keys that importers and saved assets depend on.
- Do not use Graph Toolkit internals or private types as a workaround, because they are not accessible from user code and change without notice. If the public API cannot do something, say so and point at the community thread list below.
Verify
- Read
references/pitfalls.mdand check the code against it before showing it to the user. - The project compiles with no errors. If the Unity CLI is available, use it to build or run the Editor headless; otherwise ask the user to focus the Editor and report the Console.
- Create an asset from the new menu item, double-click it, add every node or state type from the Add menu, connect them, save, close and reopen. The Console must show no errors or warnings.
- With an importer, select the asset and confirm the produced runtime object is the main asset in
the Inspector.
3b. When you wrote runtime code (an executor, a debug view), add
Debug.Loglines that prove the behaviour, such as the state entered or the node executed, enter Play mode, and read them. Remove or guard them once the behaviour is confirmed. - Re-read
references/pitfalls.mdand fix anything it flags. - If a step fails or the Console reports an error, go back and reread the reference file and the Topic map page for that step before retrying; the fix is usually a member name or a version gate you missed.
Final report
Give the user a short checklist: the files you created or changed and where they go, how to create and open the first asset, what the importer produces, and which Editor version the code targets. List what is left for them to decide or do next, such as more node types, the runtime executor, or the debug view, and any Console error you could not verify because no Editor was available.
Topic map
Prefer WebFetch over WebSearch; it is faster and lands on the exact page. Only fetch what you need.
Replace <VERSION> before fetching:
docs.unity.com/en-us/engine/<VERSION>anddocs.unity3d.com/<VERSION>/Documentation: the project's Editor version fromProjectSettings/ProjectVersion.txt, for example6000.6or6000.7.docs.unity3d.com/Packages/com.unity.graphtoolkit-samples@<VERSION>: the samples package version shown in the Package Manager, for example0.6.
Pages, all under https://docs.unity.com/en-us/engine/<VERSION>/, served as markdown when the .md
suffix is kept:
- Manual index:
manual/extending-the-editor/gtk-index.md - Implementing a graph tool:
manual/extending-the-editor/gtk-index/implementing-a-graph-tool.md, with child pagesimplement-a-graph-tool.md,implement-nodes.md,implement-node-options.md,implement-context-nodes.md,implement-block-nodes.md,type-cast-ports.md,add-custom-toolbar-actions.md,add-subgraph-support.md,graph-processing.mdunder that folder - Graph window and panels:
manual/extending-the-editor/gtk-index/landing-graph-interface.md, withgraph-window.md,blackboard.md,graph-inspector.md,minimap.mdunder it - Script Reference:
script-reference/unity/graphtoolkit/editor/<type>.mdand.../<type>/<member>.md, all lowercase, generic arity dropped (condition.mdforCondition<T>). Example:script-reference/unity/graphtoolkit/editor/graph/ongraphchanged.md. State machine types exist from6000.7. The older formhttps://docs.unity3d.com/<VERSION>/Documentation/ScriptReference/Unity.GraphToolkit.Editor.<Type>.htmlalso resolves, as HTML. - Samples:
https://docs.unity3d.com/Packages/com.unity.graphtoolkit-samples@<VERSION>/manual/index.html. Installcom.unity.graphtoolkit-samplesby name in the Package Manager, then import Texture Maker (importer), Visual Novel Director (custom runtime and debug view) or Dungeon Graph Generator (building a graph from code). - Community: https://discussions.unity.com/tag/graph-toolkit