# Refactoring the script > [!NOTE] > For versions 2019/2020 LTS, download the Visual Scripting package from the [Unity Asset Store](https://assetstore.unity.com/packages/tools/visual-bolt-163802). Visual scripting automatically calls methods, fields and properties from any custom script in the project. For example, you can create a node from a custom Player class with a TakeDamage method. ``` using UnityEngine; public class Player : MonoBehaviour { public void TakeDamage(int damage) { // ... } } ``` ![](images/vs-refactoring-script-node-example.png) In the script graph, if you change your script and rename or remove the TakeDamage method or the Player class, such as in the example below: ``` using UnityEngine; public class Player : MonoBehaviour { public void InflictDamage(int damage) { // ... } } ``` The node turns red in the graph window and a warning appears in the Graph Inspector: ![](images/vs-refactoring-script-node-error-example.png) ## Renaming Members To continue the previous example, to fix the failure, reopen the script file and map the new name to the previous name with the `[RenamedFrom]` attribute. It takes a single string parameter,... that is the previous name of the member. ``` using UnityEngine; using Unity.VisualScripting; public class Player : MonoBehaviour { [RenamedFrom("TakeDamage")] public void InflictDamage(int damage) { // ... } } ``` It is recommended to leave the attribute in your source even after a successful recompile. Visual scripting cannot guarantee Unity reserializes all the graphs with the corrected name. Visual scripting's `[RenamedFrom]` attribute works much like Unity's own [`[FormerlySerializedAs]`](https://docs.unity3d.com/ScriptReference/Serialization.FormerlySerializedAsAttribute.html) attribute in that regard. ## Renaming Types You can rename types (including classes, structs and enums) using the `[RenamedFrom]` attribute. For example, `Player` class is renamed to `Character`: ``` using UnityEngine; using Unity.VisualScripting; [RenamedFrom("Player")] public class Character : MonoBehaviour { [RenamedFrom("TakeDamage")] public void InflictDamage(int damage) { // ... } } ``` > [!NOTE] > The old name must include the namespace. In the previous example, this wasn't required as the name was in the global namespace.