Home Knowledge Base Bolt Manual
Connections & Relations

Let’s start by creating a a simple graph with 3 units:  Update (under Events > Lifetime): an event unit that fires at every frame.  Per Second (under Math > Scalar): a math unit that returns the input value in a framerate-normalized way. Rotate (under Codebase > Unity Engine > Transform): a method unit that rotates the given transform by the specified angles. For…

Units & Ports

Before starting this section of the manual, we assume that you’ve read the Introduction, that you’re familiar with the Basic Concepts and that you’ve created a Flow Machine. At this point, you should have a flow graph with a Start and Update event: Units Units are the most basic element of computation in Bolt. They are represented as nodes with input and output ports…

Groups

Groups are boxes that help you organize your graph. To create a group, select an area on the graph while holding the Ctrl key, or Cmd on Mac. You can give each group a title that will be legible even when zoomed out. You can select all items in a group by double-clicking its header. When using the Unity control scheme, you can move…

Graphs, Machines & Macros

Graphs are visual representations of logic. They’re at the core of Bolt. There are two kinds of graphs:  Flow Graphs, in which you connect individual actions and values in a specific order. That order of execution is what we call the flow. If you have used Unreal Engine before, you might find they are similar to…

Variables

Variables are containers. Each variable has a name, a type, and a value. The value inside a variable can change during runtime, which is why they’re called vary-ables. In Bolt, there are 6 kinds of variables: Icon Kind Description Flow Variables Flow variables which are the equivalent to local variables. Graph Variables Graph variables are local to an instance of…

Types

In modern scripting, everything is an Object: numbers, pieces of text, vectors and Unity components are all objects. To differentiate what they represent and what they can do, each object has a Type. In Bolt, most types are represented with an icon. There are hundreds of types available in Unity and Bolt, but you don’t need to…

Documentation

Bolt will display Unity and .NET documentation from within the editor automatically. It can do the same with your custom scripts and third party plugins, as long as they provide standardized XML documentation. During the setup wizard, you will be prompted to generate this documentation. However, if you make a change in your scripts, you’ll need…

Update & Backups

The update process for Bolt is as follows: Backup your project Download and import the new version from the asset store Go through the Update Wizard Let’s go through each of these steps. Backup your project When we issue an update, we take the utmost care in making sure we do not introduce backwards incompatible changes that may corrupt…

Windows & Shortcuts

There are 3 main windows in Bolt. You can find them all in the “Windows” menu. Graph : The main graph editor Graph Inspector : The inspector for nodes and other graph elements Variables : A window to define and edit variables Open all three windows. The layout in which you decide to place the windows is a…