---
title: "Visual Scripting Parking"
description: "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."
engineVersion: v1.0.234
date: 2026-09-28
license: "(c) Gessa, proprietary. Cite with attribution to https://gessa.ai/docs/. Terms: https://gessa.ai/terms/."
canonical: https://gessa.ai/docs/creator/visual-scripting-parking/
---
# 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.

## 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 `parkedNodeIds` on 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.
