A game about forced loneliness, made by TACStudios
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1# Add the RenamedFrom attribute to a C# script 2 3To use nodes generated from a custom C# script in a project after you rename a member, class, struct, type, or enum, add the `[RenamedFrom]` attribute to the relevant API element in the script file. For more information on the `[RenamedFrom]` attribute, see [Refactor a C# script with Visual Scripting](vs-refactoring.md). 4 5To add the attribute to a C# script: 6 7<ol> 8<li><p>[!include[open-project-window](./snippets/vs-open-project-window.md)]</p></li> 9<li><p>In the Project window, double-click the C# script file you want to refactor. Unity opens the file in the program you specified in your preferences, under <strong>External Script Editor</strong>.</p> 10<div class="NOTE"><h5>NOTE</h5><p>For more information on script editors in Unity, see <a href="https://docs.unity3d.com/Manual/ScriptingToolsIDEs.html">Integrated development environment (IDE) support</a> in the Unity User Manual.</p></div> 11</li> 12<li><p>In your external editor, do the following:</p> 13<ol type="a"> 14<li><p>Add the <code>[RenamedFrom]</code> attribute above the definition of the part of the script you want to rename.</p></li> 15<li><p>Add the element's old name as a string to the <code>[RenamedFrom]</code> attribute, as its parameter. For example:</p></li> 16<pre><code class="lang-C#"> 17using UnityEngine; 18using Unity.VisualScripting; 19 20[RenamedFrom(&quot;Character&quot;)] 21public class Player : MonoBehaviour 22{ 23 [RenamedFrom(&quot;InflictDamage&quot;)] 24 public void TakeDamage(int damage) 25 { 26 //... 27 } 28} 29</code></pre> 30</ol></li> 31<li><p>[!include[save-script](./snippets/vs-save-script.md)]</p></li> 32<li><p>[!include[return-unity](./snippets/vs-return-unity.md)]</p></li> 33<li><p>[!include[regen-node-library](./snippets/vs-regen-node-library.md)]</p></li> 34</ol> 35 36> [!NOTE] 37> If you change the namespace or namespaces used in your script, you must include the old namespace or namespaces to use the `[RenamedFrom]` attribute. 38 39## Next steps 40 41Unity recommends that you leave the attribute in the script file, even after a successful recompile. Nodes that use your C# script no longer have errors related to a missing member, class, struct, type, or enum. 42 43## Additional resources 44 45- [Refactor a C# script with Visual Scripting](vs-refactor-add-attribute.md) 46- [Configure project settings](vs-configuration.md) 47- [Add or remove types from your Type Options](vs-add-remove-type-options.md) 48- [Custom C# nodes](vs-create-custom-node.md) 49- [Custom events](vs-custom-events.md)