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# Refactor a C# script with Visual Scripting
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Visual Scripting creates nodes from methods, fields, and properties from C# script in your project. Visual Scripting creates these nodes after you [regenerate your Node Library](vs-configuration.md) and [add any relevant types to your Type Options](vs-add-remove-type-options.md).
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For example, Visual Scripting created the following Take Damage node from a custom C# script that defines the `Player` class.
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Visual Scripting generated the node with the following code, which creates a `Player` class with a `TakeDamage` member.
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``` C#
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using UnityEngine;
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public class Player : MonoBehaviour
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{
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public void TakeDamage(int damage)
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{
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//...
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}
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}
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```
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> [!TIP]
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> You can [create your own custom node](vs-create-custom-node.md) or [create a custom event](vs-custom-events.md) to customize the ports and information displayed on your nodes.
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If you change the name of the `TakeDamage` member in the C# script, Visual Scripting displays an error in Script Graphs that use the Take Damage node.
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To rename a member, type, class, struct, enum, or other API element that a Visual Scripting node uses in a project, add the `[RenamedFrom]` attribute to the relevant API element in the script file. To avoid issues with Unity's serialization, the `[RenamedFrom]` attribute tells Visual Scripting that an API or one of its elements has been renamed.
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For more information on how to add the `[RenamedFrom]` attribute to a C# script, see [Add the RenamedFrom attribute to a C# script](vs-refactor-add-attribute.md).
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## Additional resources
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- [Add the RenamedFrom attribute to a C# script](vs-refactor-add-attribute.md)
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- [Configure project settings](vs-configuration.md)
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- [Add or remove types from your Type Options](vs-add-remove-type-options.md)
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- [Custom C# nodes](vs-create-custom-node.md)
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- [Custom events](vs-custom-events.md)
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