# Add the RenamedFrom attribute to a C# script To use nodes generated from a custom C# script in a project after you rename a member, class, struct, type, or enum, add the `[RenamedFrom]` attribute to the relevant API element in the script file. For more information on the `[RenamedFrom]` attribute, see [Refactor a C# script with Visual Scripting](vs-refactoring.md). To add the attribute to a C# script: <ol> <li><p>[!include[open-project-window](./snippets/vs-open-project-window.md)]</p></li> <li><p>In the Project window, double-click the C# script file you want to refactor. Unity opens the file in the program you specified in your preferences, under <strong>External Script Editor</strong>.</p> <div class="NOTE"><h5>NOTE</h5><p>For more information on script editors in Unity, see <a href="https://docs.unity3d.com/Manual/ScriptingToolsIDEs.html">Integrated development environment (IDE) support</a> in the Unity User Manual.</p></div> </li> <li><p>In your external editor, do the following:</p> <ol type="a"> <li><p>Add the <code>[RenamedFrom]</code> attribute above the definition of the part of the script you want to rename.</p></li> <li><p>Add the element's old name as a string to the <code>[RenamedFrom]</code> attribute, as its parameter. For example:</p></li> <pre><code class="lang-C#"> using UnityEngine; using Unity.VisualScripting; [RenamedFrom("Character")] public class Player : MonoBehaviour { [RenamedFrom("InflictDamage")] public void TakeDamage(int damage) { //... } } </code></pre> </ol></li> <li><p>[!include[save-script](./snippets/vs-save-script.md)]</p></li> <li><p>[!include[return-unity](./snippets/vs-return-unity.md)]</p></li> <li><p>[!include[regen-node-library](./snippets/vs-regen-node-library.md)]</p></li> </ol> > [!NOTE] > If you change the namespace or namespaces used in your script, you must include the old namespace or namespaces to use the `[RenamedFrom]` attribute. ## Next steps Unity recommends that you leave the attribute in the script file, even after a successful recompile. Nodes that use your C# script no longer have errors related to a missing member, class, struct, type, or enum. ## Additional resources - [Refactor a C# script with Visual Scripting](vs-refactor-add-attribute.md) - [Configure project settings](vs-configuration.md) - [Add or remove types from your Type Options](vs-add-remove-type-options.md) - [Custom C# nodes](vs-create-custom-node.md) - [Custom events](vs-custom-events.md)