Max/MSP to Unity Visual Scripting Guide / Tips / Tricks?

Hello All!
Just wanted to drop in and see if there are any guides/tips/tricks for helping Max/MSP users transition to the mindset of Unity Visual Scripting.

I have used Max for years and built some insanely complicated patches that power several games like kids flight simulators, various physics-based games, some museum installations, and some low-rent apps. I came back to Unity a year or two back to open up my options for deployment to different platforms.

The Visual Scripting in Unity has been a huge godsend to my progress in Unity. While I have been able to recreate some of my games in Unity using VS, I always feel I am flailing about needlessly.

Can anybody offer up info on us Max’ers who want to know more about the fundamentals of VS:
“this is like max in this way…” and “this is totally unlike Max in this way”

Particularly if anyone has examples of:
“X-process in Max” vs “same process in unity VS”
I would love if you could drop them here for all to learn from.

Thanks gang!
cheers
jd

P.S.
The thinking behind this came from this guide for Softimage people to transition to Houdini (which taught me a HUGE amount about how BOTH packages “think”) fascinating geeky read

I think the main thing to take on board, and the main advantage of Visual Scripting, is the ability to wrap things into subscripts, or superstates - layers to a graph. So you can create a function, and then save it as a file to re-use within graphs, or simply have layers to your project rather than one big graph.

Didn’t hear of Max before you mentioned, looks interesting and very much ‘visual’. If/when I get into VS again, I will continue working on more of a visual element to it, especially curves and maybe picture inputs. There’s a lot to learn though, I suggest you use a tutorial to get the basics first, in case you miss anything.

There are some tutorials on Unity Learn. Personally I only did the ‘Bolt’ tutorial which is now out of date so not on there, but hopefully these help.

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