Quick answer: Add a Start or Update event node as the entry point, attach a Script Machine component pointing at the graph, and confirm the GameObject is active.
A Visual Scripting graph runs only from event nodes reached through a Script Machine on an active object. Missing either one leaves the graph inert. Here is how to fix it.
How to fix it
1. Add an event entry point
Every flow needs an event such as On Start or On Update to begin execution. Nodes not downstream of a triggered event never run.
2. Attach a Script Machine
Add a Script Machine component to the GameObject and assign your Script Graph (or embed it). Without a machine referencing the graph, nothing instantiates or ticks it.
3. Check active and enabled
A disabled component or inactive GameObject will not fire events. Confirm the object is active in the hierarchy and the Script Machine is enabled.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.