Node Graph Reference

Visual node-based interface for building track layouts, similar to Unity Shader Graph or Blender nodes.

Node Graph Overview Node Graph interface showing different node types, connections, and workflow

Interface Elements

The Node Graph displays:

  1. Track Section Nodes - Core building blocks (Force, Geometric sections)
  2. Connection Line - Data flow from one node to another
  3. Add Node Menu - Right-click context menu for adding nodes

Node Management

Adding Nodes

Method Action Notes
Right Click Context menu Add any node type at cursor
Drag from Output Auto-connect Create and connect compatible node
Double-click Port Promote to Anchor Convert input port to full Anchor node

Selection and Movement

Input Action Notes
Left Click Select Select single node
Shift + Click Multi-Select Add to selection
Ctrl+A Select All Select all nodes
Alt+A Deselect All Clear selection
Drag Move Reposition selected nodes with snapping

Note: To enable grid snapping, go to File → Preferences → Node Grid.

Input Action Notes
Middle Mouse Drag Pan Pan view around graph
Alt + Right Drag Pan Alternative pan control
Mouse Wheel Zoom Zoom in/out toward cursor

Node Types

Track Sections

Generate actual track geometry and simulation data.

Node Type Purpose Inputs Outputs
Force Section Apply specific forces (hills, loops) Anchor, Duration Anchor, Path
Geometric Section Control banking/orientation Anchor, Duration Anchor, Path
Curved Section Create curved track (turns, helixes) Anchor, Radius, Arc, etc. Anchor, Path
Copy Path Section Duplicate existing track Anchor, Path Anchor, Path
Bridge Connect two anchors to close loops Anchor, Anchor Anchor, Path

Utility Nodes

Transform or process track data without generating geometry.

Node Type Purpose Inputs Outputs
Anchor All data for a single track point Position, Roll, Pitch, etc. Anchor
Reverse Reverse cart direction Anchor Anchor
Reverse Path Reverse a generated track path Path Path

All track section nodes have an expandable panel with the following options:

  • Duration Type: The argument used to define duration - either Time or Distance (if applicable)
  • Render: Whether to render the track section in the game view
  • Priority: The priority of the track section. One node can be connected to multiple other nodes, but the cart will follow the highest priority path.

Force Section

The core of Force Vector Design - a track section generated from the forces experienced by the rider.

Inputs:

  • Anchor: The anchor node defining the start of the track section
  • Duration: The duration of the track section

Outputs:

  • Anchor: The anchor node defining the end of the track section
  • Path: The full path of the track section

Force Sections enable controlling Roll Speed, Normal Force, and Lateral Force in the Timeline, in addition to optional overrides.

Geometric Section

A section that controls the geometry of the track directly, instead of through forces.

Inputs:

  • Anchor: The anchor node defining the start of the track section
  • Duration: The duration of the track section

Outputs:

  • Anchor: The anchor node defining the end of the track section
  • Path: The full path of the track section

Geometric Sections enable controlling Roll Speed, Pitch Speed, and Yaw Speed in the Timeline, in addition to optional overrides.

Curved Section

A section used to create simple, precisely shaped curves.

Inputs:

  • Anchor: The anchor node defining the start of the track section
  • Radius: The inner radius of the curve in meters
  • Arc: The arc of the curve, or the total amount the curve will turn, in degrees
  • Axis: The axis of the curve, defined as degrees from the positive X axis. 0 degrees is a right turn, 90 degrees is an upward turn, 180 degrees is a left turn, and 270 degrees is a downward turn.
  • Lead In: Smoothly transition into the curve
  • Lead Out: Smoothly transition out of the curve

Outputs:

  • Anchor: The anchor node defining the end of the track section
  • Path: The full path of the track section

Curved Sections enable controlling Roll Speed in the Timeline, in addition to optional overrides.

Copy Path Section

A section used to duplicate the shape of an existing track section. This only copies the shape of the original track, while forces will be calculated from the new anchor. This is typically most useful in combination with Reverse nodes.

Inputs:

  • Anchor: The anchor node defining the start of the track section
  • Path: The path of the track section to copy

Outputs:

  • Anchor: The anchor node defining the end of the track section
  • Path: The full path of the track section

Copy Path Sections enable controlling optional overrides.

Anchor Node

Complete data for a single track point.

Inputs:

  • Position: The position of the track point in world space
  • Roll: The roll of the track point in degrees
  • Pitch: The pitch of the track point in degrees
  • Yaw: The yaw of the track point in degrees
  • Velocity: The velocity of the track point in meters per second
  • Heart: The heart distance, or distance from the track to rider heart, in meters
  • Friction: A unitless friction constant
  • Resistance: Air resistance in inverse nanometers

Outputs:

  • Anchor: The anchor node itself

Note: When a connected Anchor node is deleted, its information will remain stored in the connected node(s). To restore the deleted Anchor node, right-click on the Anchor input port and select “Promote to Anchor”.

Bridge

A node used to connect two anchors with a simple Catmull-Rom spline. This is typically used to close circuits.

Inputs:

  • Source Anchor: The anchor node defining the start of the bridge
  • Destination Anchor: The anchor node defining the end of the bridge

Outputs:

  • Anchor: The anchor node defining the end of the bridge (equivalent to the Destination Anchor, but with recalculated velocity and forces)
  • Path: The full path of the bridge

Bridge nodes enable controlling optional overrides.

Reverse

A node used to reverse the direction of a track section. This is typically used in combination with Copy Path Section nodes to simulate a shuttle rollback.

Inputs:

  • Anchor: The input anchor point data

Outputs:

  • Anchor: The reversed anchor point data

Reverse Path

See Reverse.

Inputs:

  • Path: The input path data

Outputs:

  • Path: The reversed path data

← Back to Documentation