Skip to content
ActionFlow 2

See the flow.
Shape the action.

ActionFlow 2 turns your Game Creator 2 logic into a connected graph. Stop tracing behavior through a jungle of nested Inspector lists. Start focusing on your game logic.

Compatible installed Game Creator 2 modules. Automatically. Triggers, Events, and Instructions show up in your graphs after Unity compiles modules compatible with the installed Core version.
A real ActionFlow 2 graph where a Parallel Flow fans out to an Inventory reward, player health change, and conditional quest path

Why a graph?

See the whole behavior, not just nested lists.

Inspector list editors stack nested levels vertically. Once logic branches, finding an instruction means remembering which list, branch-level, and parent owns it.

ActionFlow 2 naturally visualizes the whole context and enables you to work on your game logic instead.

Nested Inspector listsContext disappears as the hierarchy gets deeper.
A real Unity Inspector showing a Parallel Flow with nested quest encounter instruction lists
ActionFlow 2 graphRoots, branches, and outcomes stay visible together.

Built for real Game Creator projects

Component and prefab logic, mapped

See Triggers, Actions, Conditions, branches, and Flow paths as one connected structure across scenes, prefab assets, instances, variants, and nested prefabs.

Reusable ActionFlow assets

Build callable Instruction, Branch, and Condition assets with typed parameters and caller-supplied Game Creator values.

Compatible installed Game Creator 2 modules

Installed Events and Instructions appear automatically. Installed modules also add compatible parameter types for reusable assets.

Optional LogicBlock integration

Open complete LogicBlock assets, navigate their lists, find usages, and watch direct and instance-list execution in the graph.

Familiar Unity workflows

Use Unity Undo and Redo, prefab overrides and normal project saving while editing your Game Creator behavior.

Live execution feedback

Leave graphs open in Play Mode and see triggers, branches, instructions, asset calls, and LogicBlock paths highlight as they execute.

One editor, three graph types

Choose a component graph, reusable ActionFlow asset or LogicBlock asset to match the behavior you want to edit.

Graph type What it opens Best for
Component graph Trigger, Actions, Conditions, and compatible Story Engine Rule components on one GameObject Reading and editing scene or prefab behavior without losing branch context
ActionFlow asset Reusable Instruction and Branch assets; Condition assets use a compact Inspector Reusing behavior with different input values
LogicBlock document A compatible LogicBlock Block asset and all its instruction/condition lists Seeing related LogicBlock lists together before focusing on one
The standalone ActionFlow 2 Quest Encounter component graph window
A component graph stays connected to its GameObject, Unity Inspector context, and normal project workflow. Explore component graphs

Works with your Game Creator setup

ActionFlow 2 discovers the Game Creator modules compiled into the project. Their Events and Instructions appear in the node picker, and supported value types become available for asset input parameters. There are no separate per-module ActionFlow integration packages to install.

See the exact supported Unity and Game Creator versions.

The ActionFlow 2 node picker searching an installed Game Creator Inventory module and listing Inventory instructions
The node picker discovers module-provided Events and Instructions after Unity compiles. In this example, Inventory instructions appear directly inside the graph.