Unity’s Graph Toolkit (Experimental), AVAILABLE TODAY in Unity 6.2!

Hello Unity Community!

We’re so excited to finally release Unity’s Graph Toolkit (GTK) as an experimental package today as part of Unity 6.2’s Supported Release! For those that haven’t seen it, this is a continuation of our conversation from last month.

We appreciate all of your continued interest and feedback during the development process. You have all helped inform how we’ve built GTK and how we plan to evolve it moving forward.

Who is this for?

Graph Toolkit allows you to create visual custom graph tools, and is a powerful addition for anyone who needs to simplify complex systems, optimize production pipelines, or empower non-coders to add or edit content in a visual and intuitive way.

This is the very same set of tools we’re using internally to create features such as our new animation system, and we wanted to put that functionality in your hands.

Why use GTK?

With GTK, building graph tools is faster and easier than ever. In fact, our early testers found that they were able to implement solutions 2x faster with GTK than previous solutions using GraphView!

Compared to GraphView, which is an UI library, GTK is a framework with a richer set of features, handling more for you by default including serialization, undo/redo, and much more. For a detailed breakdown of every feature we currently offer, as well as its out-of-the-box end user experience, please check out our YouTube video of Graph Toolkit Features Overview here:

Resources

Ready to dive in? Ensure your project is using Unity 6.2 and then open Package Manager → Click the + Button → Select “Install package by name…” → com.unity.graphtoolkit

To help get you started, we’ve included 2 Samples to showcase how you can connect the graph UI to a runtime execution. You can directly download it from the “Samples” tab under Graph Toolkit in the package manager. For additional information, check out our documentation page to start building or upgrading your custom graph tools today!

What’s Next

As this is the first experimental release, we focused on providing a core set of functionality to get a graph started quickly. We have much planned from here, including:

  • Support for vertical graphs/flow
  • Additional node customizations
  • Focus on stability
  • … and much more!

Stay tuned and we will let you know when the next update is on its way!

Feedback

We’ve poured our efforts into making this a powerful and flexible tool, and we’re incredibly excited to see the innovative solutions you’ll create with it. Your feedback will continue to be extremely valuable as we evolve GTK’s functionality. Please continue to share your feature wishlists and needs. We document every request and use it to understand what matters to the community and to inform our prioritization process.

We encourage you to start dedicated topics for your questions and feedback about Graph Toolkit here on Unity Discussions by making use of the Graph-Toolkit tag.

To report a bug, please go through the built-in bug reporter tool.

Once you’ve had the chance to give GTK a thorough try, we welcome you to fill out this Feedback Survey.

Thank you for your patience and interest, we’re looking forward to your feedback!

Sincerely,

Eric Dziurzynski
Senior Product Strategy Architect

Edit: We have created a separate thread for release announcements and notes here: Graph Toolkit Package: Release Announcements and Notes

Please watch that thread to get notifications for updates!

60 Likes

This reminds me a lot to Unity Visual Scripting (uVS) that I use every day… in fact, I use no C# in my developing because I dont like 100% words.

So I’m curious…

how much was taken from uVS to this graphToolkit?

• i.e. the sticky note is identical lol…
• it also uses the name “Blackboard” for variables - not sure if uVS was first :stuck_out_tongue:
• shader graph and this GTK shares the same background style (lines grid)
• subGraphs available as well
• Placemats looks the same as ctrl+click to group nodes

Will this evolve deeper for game coding and adapt some sort of uVS 2.0?

uVS is a graph tool… but for coding. And this new GTK just launched is also a graph tool… but for…

Not really sure what it is for. (and others are thinking similar - here’s a comment in your YT link)

I’m watching the video as I decided to post this message.

I really like Visual Scripting and reading some people got 2x speed on getting things done via this graph toolkit - i can’t wait to use it for animation purposes and why not… see an upgrade to the current uVS I use every day :slight_smile:

P.D. btw, Portals would be awesome to see inside uVS - instead of using trigger+custom events to connect different parts of the graph.

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I’m not a Unity Dev but i can tell you this: This package will be used for the next Unity Animation system and the next shader graph iteration.

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It’s the underlying framework for building node-based systems.

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As promised, I am answering some of the questions answered in the previous post:

from @runner78 :

What I’ve noticed is that all the property names are in camelCase , not PascalCase . Wasn’t there talk at some point that new features in the Unity.* namespace would follow C# naming conventions more closely?

You’re right, this will be fixed in a future release


from @Redrag0n

Currently there are no options (or I haven’t found any) to change the UI part of the nodes besides ports. Will this be changed in the future? For example, I would like to make a preview inside nodes in TextureMaker, but right now it doesn’t seem to be possible.

The customization part is really minimal right now and you’re right that only the port icon is swappable for now. That said, we’re working on enabling more customization features and node preview is definitely one of them.

Nodes define elements inside too concretely - for example, I want to make an FSM graph in which wires can be connected to any part of the node or a map-like graph where all wires are bi-directional - is GTF meant for such customization?

That won’t address your comment about nodes defining elements too concretely, but I want to let you know that we’re currently working on State Machine and the workflow you’re mentioning will be possible. State Machine might come farther in the future though.

For the rest of the suggestion that I didn’t addressed, rest assured that we’ve noted them down.

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@Litoid ,

Thank you for your comments and interest! As mentioned by @Ryiah , Graph Toolkit is a framework to help internal Unity dev teams and users to create custom Graph Tools in the Unity Editor. We have found it was about 2x faster for developers to build custom tools using Graph Toolkit compared to GraphView specifically. This wouldn’t necessarily translate to Visual Scripting iteration speed. Very happy to hear you’re able to utilize Visual Scripting so well in your daily workflows!

We don’t have any current plans to iterate on Visual Scripting but are always considering what is next, especially for efforts in 2026. We will definitely consider your requests for ways to upgrade Visual Scripting in future efforts.

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Is Unity 6.2 the minimum supported version or can we use it on Unity 6.1 and 6 and maybe older?

Yes, 6.2 is the minimum version required for Graph Toolkit

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The install instructions on the package say Unity Editor 6000.2 or later. I have not tested it myself yet: Installation | Graph Toolkit | 0.1.0-exp.1

Edit: @EricDziurzynski are the package instructions outdated then?

Not sure if this icon topic is offtopic, but there is MIME type resolution for files.extensions(in operating systems, filesystems, mail-formats and boxes and its exchange or stored systems) which handle detection and in the case of nodes, scripts or custom assets it could somehow be made possible to incorporate some mime types into node capabilities the unknown way, but if protocol tunneling it could be somehow xml more weird, but also correctable Edition System if desired, in node system could be also more ways to do things and display that., in Multiplayer it could somehow cheating capabilities turn into somehow distinct network worlds as today practice somewhere…

At this point can’t wait for new Animations system and Shader Graph 2, Big fan of the Unity Team at work here.

5 Likes

@swoobie , so, the install instructions you linked are correct and up to date, I think maybe the numbering is a little confusing if you’re not used to it. I double checked it myself.

You definitely need Unity 6.2 Beta in the Hub. The most recent is 6000.2.0b9 for me.

Then you go to the package manager in your project, and click the Plus sign in the upper left, and choose “Install package by name…”

Then type in “com.unity.graphtoolkit:”

And you should be all set!

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@AndreaGalet , thank you so much for your support!

I can tell you we can’t wait for the new Animation system or Shader Graph 2 either!

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You definitely need Unity 6.2 Beta in the Hub. The most recent is 6000.2.0b9 for me.

Doh I misinterpreted the meaning of 6.2 and 6000.2, thanks for clarifying haha

1 Like

When you asked you made me question it! I’ve seen it so many times and yet I wondered too.

Just one little nitpick: Have you /seriously/ called a toolkit GTK? Do you realise how bad that will be to Google for, considering how widespread the actual GTK (Gnome Toolkit) is?

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will it stay that way?

@AlkisFortuneFish , and @Enzi, yes, we are sticking with the name Unity Graph Toolkit.

Will VFX Graph eventually use Graph Toolkit?