Unity Visual Scripting: Can you "turn off" nodes?

Hello!

Does anyone know if you can “turn off” nodes in your script graph? I’d like to be able to test different scenarios with different nodes without deleting/cutting out nodes that are already in my script graph. So, essentially like commenting out lines of code so they don’t execute when the program is run.

Thanks for the help! :slight_smile:

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Afaik there is no way to do that. But I am no expert.

Off the top of my head; You could add ‘debug’ variables and put branch nodes that divert flow depending on these flags. This is not ideal because you may end up building the final game with some flags in the wrong state, but it is an alternative to removing connections.

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