Wire boxes together on a canvas and real code lands in your Unity project. Start from scratch, from a script you found, or, if you want, from code an AI wrote. Type, drag, or both; either way you end up with working gameplay.
Build without codingCheck an AI's workWrites ordinary C#
4 steps
Code and graph in one loop: the parsed method, the same method after a line was typed into the file, a method drafted in the graph, and that draft compiled into the file.
Three ways to work
Build gameplay from scratch, visually
Wire up branches, loops, and calls on the canvas. Round Trip writes the code: ordinary C# you can share, integrate, or hand to a programmer.
Most visual scripting tools keep your logic in their own format and run it through their own runtime. Round Trip writes C# to your project and reads C# back. The C# code remains the single source of the truth. Type a line in your IDE and the matching node appears. Drag a value on the canvas and the banner says you are previewing. Press Compile and one line of C# changes. Delete the package tomorrow and your game still compiles.
Type in C# or drag in the graph. Compile brings both views back into agreement.
Four node families
Every card belongs to a family. The color tells you what job the node does before you read its label.
The canvas reads the same way whether the code came from your own nodes, an assistant, a download, or a teammate. The tutorials begin from the situation in front of you.
Programmers keep writing C#. Designers build and adjust it as graphs. Both see the same source file.
Understand any script in a minute
Pick a class in the Explorer, pick a method, and the canvas draws it. The white wire is the order things happen. Colored wires carry values. Pills are reads. The right rail names what you are looking at. This is how you check an assistant's work or a downloaded script before you build on it.
The visual language is inspired by Unreal Engine Blueprint, widely regarded as the best visual scripting language in games. Round Trip takes it further. Blueprint graphs run largely on one thread; a Round Trip graph is plain C#, so a method can be a Unity coroutine or an async method, with its yields and awaits drawn on the canvas beside everything else.
3 steps
Pick the class, pick the method, read the graph: ScoreCounter.OnCoinCountChanged from the Explorer to the first branch.
Your scripts sit on top. The Unity package underneath them ships as source: the Explorer window, the canvas and rails, the indexer, the menus, and the settings. The parser, layout, and source writer are compiled libraries under that. The canvas itself comes from a shared Bit Quirky graph package.
Your C# sits above Unity editor source, the shared canvas, and the compiled parser and graph model.Read the architecture guide
A complete game level is included
Round Trip ships with the Platformer: a fully working 2D level with coins, enemies, a score, and a locked goal. Play it, open any of its methods on the canvas, read the code behind them, and change the rules. Every example on this site comes from it, and you can keep building on it until it is a game of your own.
Collect coins, stomp an enemy, open the goal. Then open CollectCoin, StompEnemy, and OnCoinCountChanged on the canvas, change a rule, and press Compile.
Ready to build?
Install the package, make a class and a method from the menu, and Compile your first gameplay rule to C# in one sitting. Already have scripts? Point Round Trip at their folder and open them as graphs.