Compiling Graphs
The compiling graphs is a process to generating c# source code from uNode graphs. In uNode all of the graphs can be compiled to c# scripts to ensure the graph is executed with the best performance just like the regular c# is executed.
Compiling Runtime Graphs
All runtime graphs can be compiled from menu Tools > uNode > Generate C# Script or Tools > uNode > Tools > uNode > Generate C# including scene.

Or alternatively you can directly compiling it from uNode Editor window:

| Menu | Description |
|---|---|
| Generate C# Script | Compile All Runtime Graph in the project. |
| Generate C# Scripts including Scenes | Compile All Runtime Graph in the project including graphs in all Scenes. ( This will load each Scenes in Build Setting ) |
| Delete Generated C# Scripts | Remove All Runtime Graph Compiled Script in the projects. |
Tip
You can optionally skip some graph for compiling into c# by turning off the Compile to C# in individual graph property.
Compiling C# Graphs
The C# Graphs can only be compiled from uNode Editor window:

You can either compile it indivually or compile all the c# graphs in the project but individual compile is recommended.
Auto Compile On Build
uNode comes with the auto c# code generation on build, this will make your game get the best performance by running it with native c# code instead of reflection.
The auto compile on build can also be disable from the uNode Preference.
Note
Auto compile on build features only compile Runtime Graphs that's existed on the project.
An embedded graphs that is live on the scene will be skipped. In case you need the embedded graphs to be compiled, use manual compile menu Tools > uNode > Generate C# including scene instead.