The orginal creators have moved on and are no longer active in the Bolt community.
But there are new maintainers!
A community-driven project for extending Unity Visual Scripting with custom nodes, assets, types, and helpers.
Development is open to the community.
Unity Visual Scripting is now this master branch. To use Bolt, use the branch bolt-main
. Be aware, the Bolt branch will no longer be receiving updates.
To import the addon, use one of the following methods:
Important: if updating from a pre-3.0 version, please DELETE any Bolt.Addons.Community dll files. By default these were placed in your Plugins folder.
Open the Unity Package Manager, and click the "+" button in the top-left corner :
and add the following url:
For BOLT use branch bolt-main
with this url:
https://github.com/RealityStop/Bolt.Addons.Community.git#bolt-main
(for more information, or if errors are encountered, see https://docs.unity3d.com/Manual/upm-ui-giturl.html)
Then, use the Regenerate Nodes option in Project Settings > Visual Scripting, and they're ready to go! Once you've rebuilt your node options, the new nodes will be available for use.
Alternatively, open Packages/manifest.json and add this line under dependencies:
"dev.bolt.addons": "https://github.com/RealityStop/Bolt.Addons.Community.git"
(for more information, or if errors are encountered, see https://docs.unity3d.com/Manual/upm-ui-giturl.html)
Then, use the Regenerate Nodes option in Project Settings > Visual Scripting, and they're ready to go! Once you've rebuilt your node options, the new nodes will be available for use.
To update, open Packages/manifest.json and remove the dev.bolt.addons entry under lock at the end of the file. Once Unity synchronizes the package source, use the Tools menu to Build Unit Options and incorporate any new units.
We include a multitude of assets, nodes, and tooling to extend missing language concepts and provide fundamental utilities and extensions for graphs. Here is what you will find:
NODES
Variables
Events
Documentation
Collections
Control
Logic
Utility
String
Object Pooling
Graphs
Time
Editor
Math
ASSETS
Code Assets are used to generate dependency free C# code.
Code
Editor
UTILITIES
JasonJonesLASM
With contributions from: