I have been checking Bolt and Flow Canvas.
Bolt aka Unity's Visual Scripting is actually a dead end right now: it's a slow garbage generator that will be overhauled for its next version. How and when, nobody knows.
The fun part is that Bolt v2 was already well in development and it fixed all this issues, but the Unity team decided to just stick with v1 for the time being.
So, that's a nope for Bolt.
Flow Canvas is much like Bolt but better.
It's not a garbage generator but performance is not great, as it is based on reflections and is an interpreted language in the end. But if you have to choose between Unity's Bolt and Flow Canvas, Flow Canvas wins easily.
But the thing about Bolt and Flow Canvas is that it's just exactly as programming in C# but with visual boxes.
I don't get the appeal of that. I mean, it's much more efficient to just code in C# instead of building gigantic visual charts that end up being a huge pile of spaghetti in the end.
And all of this to have a slower code.
In my opinion, PlayMaker is better because it's much more streamlined and because you can do things you can't easily do in actual code, like finite state machines.
Plus it's fast and very easy to use.
So, for me, it's clear that of all the visual languages for Unity, PlayMaker is really the only option.
But I was so off-put by my experience with all the global variables getting corrupted and blowing up weeks of work, that I'm not really sure to go back.
In the end, I think I'll just stick to good old C# scripts and I'll just connect everything together with events.