Now Available: Bolt Live
Updated 2 years ago
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Version 1.4 allows you to build your entire game in Play mode, among tons of great new features.
It was a long time in the making (almost 3 months), but we believe it was worth the wait. Today, we're proud to release Bolt Live, a major update that could radically change how you create in Unity. The update also includes many of the community's most requested features!
In this blog post, we'll cover all the new things that were added to Bolt 1.4. If you're ready to try them, just download Bolt Live now:

Realtime Scripting

Think of it this way: scripting today is like pre-rendered 3D. You make changes, hit compile, wait a while, then play it. If you need to make adjustments, you have to stop and go through the motions again.
Bolt Live is the equivalent of realtime 3D: the changes you make are instantly reflected in your game, on all objects, with zero second of wait.
Conceptually, this means we are completely removing iteration time when creating logic. No more compilation, no more entering / exiting play mode: just do it all while it runs, and tweak as you need. This results in quicker development, more experimentation and a lot more room for creativity and exploration. We believe this has the potential of changing how we approach developing games, and it's the direction we're taking with the future of Bolt.
So, how does that work?


Unlike traditional Unity components, Bolt macros can now save the changes you make during play mode. Make changes on the fly! You can now edit your graphs when in play mode. Say goodbye to all those lost minutes. PSA: Change your play mode tint anyway!


When you change a graph in a macro, that change will apply to all objects that have that macro attached to it! No need to have a unique macro for every instance of an object, or to ever copy-paste your changes.

Workflow Improvements

Smarter search

Here’s a feature our community has been itching for. The fuzzy finder now uses true approximate string matching instead of exact substring search. Basically, searching is a lot more intuitive! This should save our users a lot of time and make the overall experience more friendly.

Multiple tabs

Make Bolt multitasking easier! You can now open multiple graphs at the same time.

Persistent graph path

When you press play in the editor, bolt no longer pulls you out of the graph you are editing! We now have constant persistence through all editor Play / Edit modes.

Full-screen mode

Switch between scene editing and graph editing with the new full screen view. Bolt will automatically open the variables and inspector window in the sidebar!

Variable Tabs

Easily switch between different sub-scopes for variables. You now have a Definition and Instance tab for graph variables whilst in play mode, and a Prefab and Instance tab for object variables.


Turn any event into a coroutine into a coroutine is now a matter of ticking a checkbox. This will let you do any async operation, even complex ones like waiting inside loops and sequences.

Chainable actions

Keep your connections tidier if you have to do multiple actions with the same object: you can now check “Chainable” to pass the input target along and reuse it!
If you're chaining a method and this method has a return value, ports labels will show up to be extra clear about which value is which.

New Nodes

Flow variables

New flow variables which are the equivalent to local variables.

Try / Catch / Throw

Implement proper defensive programming patterns in your graphs thanks to these new exception handling units.


It was just a matter of time. Bolt now has a new Timer unit, which allows you to Start, Pause and Resume a timer and get notified when it finishes. Elapsed and Remaining measurements will be easily accessible as both absolute values (seconds) and proportions (0-1).


Your spell is not ready yet! There is now a new Cooldown unit, which allows you to throttle input flow at a given pace. This is very useful for skills or firing mechanics that cannot be used infinitely.
The unit will conveniently notify you when it is ticking (cooling down), when it becomes ready, and how much time is remaining until then (both in absolute seconds and in 0-1 proportion).


You asked for it, here it is! This new built-in unit lets you execute an action once.

Wait For Flow

It’s dangerous to go alone! With this new wait unit, you can wait for every entry flow to be called at least once before executing its exit flow. It can be reset at any time with an additional entry flow port.
This is similar to the notion of "promises" in JavaScript or asynchronous .NET.

Select On Flow

Bolt now has a picker/selector node that takes pairs of control flow and data inputs, then outputs the active control flow (Based on your input) and its respective data node. See the example:

Toggle Flow & Toggle Value

Good news for all you Blueprints expats. Bolt now has toggle nodes for both flow and values! Think of these units as gates where you can control whether the input can pass through.

Animator Events

You can now override animator move and animator ik with Bolt. Make sure to add an animator message listener component to the game object

What's next?

There it is folks. We're excited to see what you'll create with Bolt Live, and hope you'll enjoy the new (heavily requested!) features.
But that's only the beginning, and Bolt's development is more active than ever. In the past months, the Ludiq team has grown to welcome two new members: Andrew, our new programmer and resident genius, and Hasan, our new community manager. Their arrival should speed up development and improve the onboarding experience for new users!
Most importantly, we want to hear from you, our community, to help us take Bolt in new exciting and innovative directions.
Get your hands on it here:
Stay tuned on our twitter:
Join the community on discord:
Hope you enjoyed this blog post!
-- Hasan, Community Manager at Ludiq