Where would I find scripts created by Unity's BOLT?

So, I made a small little test build game, it’s not much, but I was wondering where the scripts were
Bolt is just visual scripting, meaning Bolt is still creating scripts and code, but where would I find that code?
I wanna see what the outputted code that Bolt creates
Thanks!

I don’t think Bolt generates any code that you would be able to inspect.

Hmm, darn. That stinks, but it’s alright then

This is not necessarily so. I’m guessing the Bolt graph you make is just interpreted at runtime.

It would be awesome if it did, really helpful for learning scripting.

It would be like learning SQL from what entity framework generates. Not the best SQL

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Yeah, probably this, if it made code. Generated code is not something super useful these days. Even way back in the early 1990s when I discovered the -S option in TurboC, that intermediate assembly code generated from C was bafflingly opaque. Today it would be even crazier I imagine.

Learning coding and the Unity API is only a small part of the problem. A bigger part is learning how to organize your scenes and assets and prefabs and whatnot, and just reason about the problem in general, and generated Bolt code won’t necessarily help with that.

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For what it’s worth, I’ll add that I agree wholeheartedly that reading generated code is not how I’d suggest a person learn to write C# for Unity. There are many tutorials out there, some quite good. Code also allows for personal style. Not all tutorials use the same style and your own style may match some tutorials better than others. Have a look at what’s out there and see what works for you.

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Even tutorials often do things backwards and that code is generated by humans :slight_smile:

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Yeah, that’s all just different problem-solving approaches, different engineering solutions.

Here’s an analogy:

“Hey, MDA, I want you to get me across this river.”

There’s lots of ways to do that:

  • build a huge stone bridge so you can drive across
  • build a little rope bridge so you can walk across (if you’re nimble)
  • make a ferry and some piers and hire a ferryman
  • buy a helicopter and a helicopter pilot
  • build you a ramp and a fast motorcycle with red white and blue stars on your helmet
  • buy a lunar lander and an astronaut
  • tunnel underneath the river completely and pop up on the other side
  • dig a channel to redirect the river water somewhere else
  • build a giant slingshot and fling you across
  • build a cannon and blast you across the river
  • build a huge dam and stop the river

You get the idea. That’s why some people’s code seems “backwards.” Each approach has its drawbacks and benefits. If you give the problem to a guy who loves slingshots and danger, you’ll get one approach. You give it to a bridge builder you’ll get another.

Learning software engineering is not so much memorizing an API but rather learning “How can I tell this computer to get me past this river?”

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Yeah I ment more were they were complete wrong, for example often they do the wrong things in Fixed Update for example. But yeah, some is also coding style related. But my style is superior :slight_smile:

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True, but life is like that. You have to start somewhere, and that means taking the risk of starting in a bad place. Fortunately, the law of large numbers saves you if you are willing to watch/read enough tutorials.

Ah, we use the same one! :wink:

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Even brackeys do alot of wierd shit and he clearly has the numbers :slight_smile:

Stack overflow works pretty well though, the highest ranking answer is most often the best one, but not always :slight_smile:

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Ugh. Don’t get me started on that place. I’ve never been treated so badly just for asking a question.

Oh, and am I the only one who thinks “Hans Passant” is more than one person?

Kurt, your analogy is fantastic. I’m going to use this in class: have students come up with solutions for a question like “how do I get across the river”, and then try to implement them in their games. Should be fun.

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Its a special place :slight_smile: