A storyboard node represents a single instance of a canvas controller in the storyboard. Nodes can then have connections made between them, called transitions, which define the flow of your user interface.
To add a node to a storyboard, simply drag the canvas controller's scene file onto the storyboard window, as shown in the video below.
Alternatively, you can use the '+' button in the lower-right corner of the Storyboard Editor window to select an existing canvas controller in the file inspector.
Adding a canvas controller to a storyboard with drag & drop.
A node represents a single instance of a canvas controller in the storyboard. It will display any hookable elements - such as Unity's UI Buttons - in the canvas preview area of the node, as shown below. A hookable element is one that a transition can be created from, in order to present or dismiss a canvas controller.
A node's canvas preview area displays its 'hookable' elements, such as the pause button shown here.
By default, all Unity UI Buttons are supported as hookable elements in a storyboard. This means that any
UI Buttons in a canvas controller can be used in a storyboard to trigger a transition to another canvas controller. To support additional UI elements, such as a custom button type, please see the Custom Storyboard Hooks section of the manual.
When a canvas controller's scene is saved, all hookable components have a Storyboard Hook added to them, causing them to be displayed in the canvas preview area. A storyboard hook can be excluded from a storyboard by selecting the Exclude From Storyboard flag on the hook in your canvas controller's scene.
Exclude a hook from a storyboard.
Additionally, the automatic adding of
StoryboardHook components can be disabled in Canvas Flow's preferences by unchecking 'Auto-Add Hooks On Scene Save', found in the menu bar at Unity/Preferences/Canvas Flow.