Node Graph Reference
Node Graph Reference
Visual node-based interface for building track layouts, similar to Unity Shader Graph or Blender nodes.
Node Graph interface showing different node types, connections, and workflow
Interface Elements
The Node Graph displays:
- Track Section Nodes - Core building blocks (Force, Geometric sections)
- Connection Line - Data flow from one node to another
- 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.
Navigation
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
orDistance
(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