public static void CreateEcosystemPlan() { // get the folder selection // create a new plan at the currently selected folder. UTAutomationPlan plan = UTils.CreateAssetOfType <UTAutomationPlan>("name"); // create a new instance of the new class we created above. var editorModel = new PlayMakerEcosystem_uTomateModel(); editorModel.LoadPlan(plan); Selection.activeInstanceID = plan.GetInstanceID(); // now you can create actions. // FIRST ACTION UTEchoAction echoAction = UTAction.Create <UTEchoAction>(); // set their properties echoAction.text.Value = "Hello World"; echoAction.text.UseExpression = false; // this toggles f(x) // add the action to the automation plan var echoActionEntry = editorModel.AddAction(echoAction); echoActionEntry.name = "wtf"; Selection.activeInstanceID = plan.GetInstanceID(); // SECOND ACTION UTEchoAction anotherAction = UTAction.Create <UTEchoAction>(); // set their properties anotherAction.text.Value = "double dva"; anotherAction.text.UseExpression = false; // this toggles f(x) // add it as well var anotherActionEntry = editorModel.AddAction(anotherAction); //CONNECT // now connect the first echo action to the other action using the Connect method we wrote editorModel.Connect(echoActionEntry, anotherActionEntry); // finally set the echo action as first action var echoActionNode = editorModel.Graph.GetNodeFor(echoActionEntry); editorModel.SetFirstNode(echoActionNode); // if you want you can beautify the graph // so not all nodes are located at (0,0) editorModel.RelayoutPlan(); // finally you can execute your plan using UTomate.Run(plan); }