Creator · Visual Scripting
Visual Scripting Parking
Parking keeps nodes on the canvas without letting them execute. It is useful for draft logic, examples, disabled branches, and temporary experiments that should remain visible.
engine v1.0.234Copy for LLM
Behavior
- Parked nodes do not emit executable TypeScript.
- Parked nodes remain in Script IR and round-trip through the TypeScript view.
- Parking is per node id through
parkedNodeIdson the handler or function scope. - Unparking returns the node to normal graph execution after validation passes.
Parking is not a substitute for feature flags or runtime conditions. Use an If node or a typed variable when logic should exist in the running game but be conditional.