Edit - GRAPH TOOLKIT IS OUT NOW as an experimental package, learn more here: Unity’s Graph Toolkit (Experimental), AVAILABLE TODAY in Unity 6.2!
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Hello Unity community!
We are excited to announce the upcoming experimental package release of Graph Toolkit, a graph authoring framework designed to help you build custom node-based tools more easily and efficiently. This toolkit provides all the front-end elements and behaviors you need ready out-of-the-box, while remaining flexible enough to adapt to your project’s unique requirements.
A few years ago, many of you discovered this package in its early stages as Graph Tools Foundation (GTF) and shared your valuable feedback. After careful evaluation of your input, combined with internal considerations, we have decided to release it as a standalone package. At its core, this framework is designed to empower extensibility for Unity users, and releasing it as a package ensures maximum flexibility for developers.
Looking ahead, Graph Toolkit represents a major step in our long-term vision of creating a standardized foundation for all Unity graph tools. Beginning with the new animation system, we aim to bring more consistency and unification across all our graph-based offerings.
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Why use Graph Toolkit?
Custom graph tools are often a key part of building efficient pipelines for your project. While asset store solutions can be helpful, sometimes the best path forward is to create a lightweight tool tailored specifically to your needs. We’ve done the heavy lifting so you can focus on building solutions, not infrastructure.
Let’s take a closer look at what makes this package a valuable addition to your development toolkit!
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Custom Node Solutions Made Easy ![]()
The framework is built on a powerful architecture that supports a variety of graph types while maintaining excellent scalability and flexibility. The front-end of your graph could be built in less than a day, and creating Node UI can be done in minutes with just a few lines of code.
To set clear expectations, we want to emphasize that this is a front-end graph authoring solution, it does not provide the backend execution for your graph tools. It is also editor-only, which means that it cannot run in game or application builds.
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Spend More Time Creating ![]()
With feature-rich, out-of-the-box functionality, this toolkit equips you with everything you need to create intuitive graph tools quickly and efficiently. It includes built-in basics such as serialization, support for Undo/Redo, Copy/Paste, and more.
Here is an example of one of the many features we offer: Subgraphs. We support both local and asset subgraphs, and provide a clean and easy conversion between both.

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Intuitive by Design ![]()
This toolkit was designed with usability and end users in mind, while fully aligned with Unity UI/UX standards. Any graph tool you create will be polished, intuitive, and streamlined with built-in workflow accelerators right from the start.

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What’s Next?
Graph Toolkit will be available soon, and we cannot wait to see what you build with it! What we’ve shared are just the highlights of the package - details and functionality may continue to evolve as we finalize the product.
We will share more updates as we get closer to an experimental release, so stay tuned for more details on exact dates and examples showcasing what this framework is capable of. In the meantime, we welcome your questions and thoughts in the comments below!
Sincerely,
Anita H.
Lead Product Designer, Graph Toolkit
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Edit: Q2 update posted - Unity Graph Toolkit Update (Q2 2025)
