Lazlo Bonin (Lead Developer) 7 months ago • updated yesterday at 5:22 p.m. 9

Here is the current roadmap for Bolt. This topic will be updated along new versions. It outlines my current plan in order to provide transparency in the development process, but note that it might change along the way.

Do not use this thread to discuss the ideas or bugs in the roadmap. Instead, use each associated topic separately (linked in parenthesis #), which allows me to keep better track of the issues.

Version 1.3.0: Core Improvements

Currently in testing  

Version 1.3.1: Runtime Update

  • Provide .NET 4.6 assemblies (#386)

Version 1.4.1: Tweening & Timing

  • Deep tweening integration (#209)
  • Improve wait units
  • Gate unit (#266)
  • Flip flop unit (#265)
  • Chainable units (#838)

Version 1.4.2: Workflow improvements

  • Approximate string matching (#199)
  • Search in category (#717)
  • Bulk type import (#831)
  • Improve setup wizard (#1138)
  • Hierarchy icons (#291)
  • Adaptive Rect, Bounds, Ray, Ray2D inspectors (#661)
  • Node snapping (#779)
  • Align & distribute hotkeys (#779)
  • Keyframe Inspector (#761)
  • Fuzzy Finder for long enums (#760)
  • Range type (#712)
  • Move selection with arrow keys (#646)
  • Node deselection (#1054)
  • Convert selection to graph (#201
  • Maximized Viewport Sidebar
  • Promote port to variable (#457)
  • Graph lock persistence in play mode (#846)
  • OnAnimatorMove event (#1109)
  • Variable type hinting (#913)
  • Inline inspector for object type (#885)
  • Create used variables
  • Simplify lists (#1179)
  • Create input / output ports on paste
  • Unit keyboard shortcuts (#202)
  • More options for graph value inputs (#463)
  • Edit mode hooks (#281)
  • Display comments in group
  • Apply play mode changes to macro (#1178)
  • Add to favorites from context menu (#1287)
  • Force trigger control port (#1305)

Manual: Custom Units API

New manual section to define new units and events from script.

Version 1.5: Extractor

  • Extractor: All-in-one, single-click hub for code extraction
  • Optimize unit database generation with multithreading
  • Optimize documentation loading with SQLite database
  • Further optimize initialization times

Version 1.6: Events & Delegates

  • Custom event definitions (#251
  • Delegates (callbacks)
  • C# events
  • Event return

Version 1.7: Connections & Transitions

  • Connection control points (#204)
  • Connection redirection (#456)
  • Insert unit into control connection (#458)
  • Deactivate control connection (#550)
  • (Research) State transition ordering

Version 1.8: Analysis & Refactoring

Discussion thread

  • Rename variable
  • Rename event
  • Replace macro
  • Find in graph hierarchy
  • Custom console to auto-focus to error node
  • Warnings overview list
  • Find all usages of macro (#1149)
  • Project-wide variable inference 
  • Unit breakpoints (#300

Version 1.9: Networking

  • Variable synchronization
  • Networked events
  • Variable changed events

Version 2.0

  • Compilation to C# scripts


  • Behaviour Trees
  • OOP encapsulation
  • Integration with Odin serializer
  • Fuzzy Finder docking (#604)
  • Machine scope for variables (#400)
  • Chart nodes (#205)
  • Hierarchical auto-layouting (#206)
  • Implement new Persistent & Zoomable Editor GUI system


  • Inspector code to pre-position like widgets
  • UnsafeEditorUtility to group all reflected methods 

Pushed back runtime & internal updates. The quality of life features are pressing for many users and I want to give time to Unity to stabilize .NET 4.6, as it's still fairly prone to crashes.

The setback is that System.Threading will still cause disambiguation issues, but that affects very few users.

Hi, this is a great list! Regarding networking, any chance of integration with UNET or photon(the non bolt one)in the future?

I'm not sure yet, which is why this is marked as research. In an ideal world I'd integrate with UNET, but I found  Unity's built-in networking solution to be so lacking in features and complicated that I don't think it can provide a seamless experience with Bolt's ease of use.

I put my vote on Photon since it's currently the easiest way to implement multiplayer features in Unity. It's also ALWAYS free for 10 concurrent users so the amount of time that takes to prototype a (choppy) multiplayer idea is a lot less compared to other solutions. UNET is not worth the time (at least for now) IMHO.

Hello and good day, I'm very interested in your tool, but before I buy it I have just one question, there's any chance to include a BT editor into it?.

Hi Arturo, welcome to the community!

I haven't decided against including a behaviour tree system, and the Bolt architecture is fully able to be expanded for it, however it is a major new feature and I don't think it will happen anywhere in 1.X, as there are many more priorities. You could say it's at a "research" stage.

Hi Lazio,
Do you have any timeline for the roadmap?  I'm desperate for https://support.ludiq.io/forums/5-bolt/topics/199-approximate-string-matching/ but thats 2 minor versions away, and dont know how many possible revisions... :(

Hi Paul! Unfortunately I don't give ETAs on items on the roadmap, because priorities can shift quickly based on bugs / etc. Version 1.3 should come in February I believe, but no hard guarantee.