What basic written tutorials would you like to see?

Lazlo Bonin (Lead Developer) 3 years ago updated by Richard Axe 2 months ago 85

I want to create a manual section for basic written tutorials.

This will not be a full series on how to create specific types of games (e.g. a platformer or a FPS), but instead very short introductory tutorials that could apply to many games.

What tutorials would you like to see? 

I'll update the topic poll with your suggestions so you can vote on other people's ideas.

3D Third-Person Controller
3D First-Person Controller
2D Platformer Controller
2D Top-Down Controller
Working with animators
Working with the GUI
Creating basic state machines (doors, chests, etc.)
Creating a simple AI state behaviour (patrol, chase, attack, etc.)
Creating a pick-up (coins, health, etc.)

Custom Event Definitions

Lazlo Bonin (Lead Developer) 3 years ago updated 2 months ago 11

To make custom events less error-prone and better documented, we could introduce the concept of custom event definitions. These would:

  • Be saved as an asset
  • Have a name and description
  • Have a strongly typed list of arguments, like value input/outputs in flow graphs
  • Show up in the fuzzy finder under an Events/Custom subcategory
  • Have two nodes per definition, one for triggering and one for listening

The existing Custom Event node should remain for backwards compatibility, but maybe be renamed to something like "Lambda Event" or "Variadic Event".

Inspired by the discussion here: http://support.ludiq.io/topics/248-macros-vs-methods/#


dock the fuzzy finder

gamesfan 3 years ago updated by Lazlo Bonin (Lead Developer) 9 months ago 29

Can you add the option to dock the fuzzy finder window? in settings perhaps so we can have both options. Right click to show and/or visible always with option to dock it somewhere 


Tweening Integration

Lazlo Bonin (Lead Developer) 3 years ago updated 9 months ago 25

Provide deep integration with a popular tweening library, probably Demigiant's awesome DOTween 2. Units should be easy to setup and able to asynchronously wait for a tween to finish.

In the mean time, extension methods are supported, but deeper integration could provide significantly better UX.

Under Review

"Ecosystem" for shared Macros

Le Giang Anh 3 years ago updated by Lazlo Bonin (Lead Developer) 2 years ago 9

I strongly suggest that we have something like "ecosystem" from Playmaker. So the community can share and use the macros from others easily by searching inside Bolt.



Help with FPS controller

SomeT 1 year ago updated 12 months ago 8

I have done this tutorial but I am trying to add stuff to it: https://www.youtube.com/watch?v=y-l4bn4NPdo I tried to convert the main camera to a parent object under section in my macro titled: Have Camera act as parent object but its making my controls go backwards and I can't work out how to fix it?

Additionally, I need some advice on how to achieve raycasting collisions for when I crouch in BOLT if anyone could advise on this also it would be greatly appreciated or another way so when I crouch going through an object and uncrouch whilst under the object my players head does not go through the object?



Approximate String Matching

Lazlo Bonin (Lead Developer) 3 years ago updated 9 months ago 19

The fuzzy finder should use true approximate string matching instead of exact substring search. This could be integrated with the FuzzyString library:


This would also mean that you could include the type/class name when searching for a field/property/method.


Custom Units: Basics Part 1: Input Output (+ isControlRoot and Relations)

JasonJonesLASM 2 years ago updated 1 year ago 7


Thank you for everyone who enjoyed my tutorials. It was obviously becoming very out of date. I am now, with my company website, releasing new tutorials to replace all of these here. I'm taking the liberty to release both 2.x and 1.x tutorials at the same time, until 2.0 is officially prime and ready.


I will be releasing a new tutorial every day this week (7/1/2019).

July 1 )  Custom Unit Basics : Part 1 - On Enter Value Manipulation

July 2 ) Custom Unit Basics : Part 2 - Coroutine Ports - The Type Writer Effect

July 3 ) Custom Unit Basics : Part 3 - Error Handling

July 4 ) Common Attributes

July 5 ) Inspectable Types (Includes Editor Code)

You can also look for me to do my runtime logic tutorials that do not require any C#. Just Visual Scripting.



Comments in graphs

Lazlo Bonin (Lead Developer) 3 years ago updated by Crystalius 2 years ago 43

Even though you can add labels to groups and descriptions to states, it might sometimes be useful to leave a comment for future-you to remember how or why you organized some part in some way.

I want to hear your input on how these comment "nodes" should work.

How should they be created? (Keyboard shortcut like groups? Menu?)

How should they look? (Like a post-it? Custom coloring?)

Should they be collapsed by default and show on hover, or always visible but resizable?


Unit Tools : Flow Control

JasonJonesLASM 3 years ago updated by Lazlo Bonin (Lead Developer) 9 months ago 41

I wanted to start a serious of narrowly focused tools, that expand the different categories of Bolt. This first one is Flow Control. This will provide you with the means of controlling the flow of your game better, making tedious tasks more enjoyable. Here are a series of GIFs and information about each to get you start. Click the download image at the bottom of this post to get this package.


This unit waits for all connected flows to enter before continuing on. Simple as that.


Do once performs a one time action, while simultaneously doing another on the same frame, or starting on the next frame. After 'And' or 'Then' is performed, no matter which one, it will continue every frame after as long as there is an input into Enter. You can also reset the Do Once by entering into the Reset Control Input.


Frame Sequence is just like a normal sequence. The difference is every Control Output happens a frame later than the previous one.


Cycle has two types. Value and Control. Each time you enter this unit, it will switch to the next port and flow out, or send out it's current value out of the options you have provided. Option for tag setting to see which index you are on instead of an int.


The Wait Loops extends the basic Wait units in many ways. You can place these in an Update without worries. There is a toggle for Async, if you want to fire a new one every frame. If not leave it untoggled, and it will block more from entering. There is looping, an entered and exit state, as well as break. Break will stop the loop in its tracks and exit. With Wait loops there is a little more, you can now get the time elapsed, and time remaining.

That is it, download below, the latest version is 1.0.3: