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  • Tutorials
    • Creating your first map generator
      • 1. Creating your first map graph
      • 2. Running a graph at runtime
      • 3. Adding more nodes
      • 4. Object placement
    • Basic map types
      • • Cave-like maps
      • • Room-based maps
      • • Sample-based maps
      • • Combining map types
    • More Tutorials
      • • Using prefabs instead of tilemaps
      • • Changing tile/prefab/tilemap set probabilities (weighted random)
      • • Linking a named color set to tilesets/prefab sets
      • • Organizing nodes into groups
      • • Adding notes & comments
      • • Running a graph within a graph (Sub graphs)
      • • Tilemap Sets
      • • Optimization tips
      • • Static seed (daily challenges)
      • • Running a graph asynchronously/multi-threaded
      • • Object pooling
      • • Tips for rule tiles
      • • Saving and loading maps
    • Tutorials for coders
      • • Running graphs from scripts
      • • Output parameters
      • • Creating your own nodes
      • • Creating your own node views
      • • Adding a constant node type
  • Sample Project
  • Troubleshooting
  • Support

Running graphs from scripts

Running a graph from a script is easy. All you need is a reference to the ScriptGraphRunner component and run it. Here's a simple example:

using InsaneScatterbrain.ScriptGraph;
using UnityEngine;

public class RunningGraphFromScriptExample : MonoBehaviour
{
    [SerializeField] private ScriptGraphRunner graphRunner;

    public void Start()
    {
        // Runs the graph. (Asynchronously, if that option has been enabled.)
        graphRunner.Run();

        // Runs the graph, synchronously, regardless of whether the asychronous option has ben enabled or not.
        graphRunner.RunSync();
        
        // Runs the graph, asynchronously, regardless of whether the asychronous option has ben enabled or not.
        graphRunner.RunAsync();
    }
}
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