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What ActionFlow 2 does

ActionFlow 2 | Game Creator 2 is a node-based authoring and debugging surface for Game Creator 2. It edits real Game Creator components and ScriptableObject assets instead of maintaining a second runtime graph format.

Instead of tracing nested Inspector lists up and down, you can read roots, branches, and Flow paths as one connected hierarchy. Each instruction's place in the behavior remains visible while you edit it.

A complete ActionFlow 2 component graph with Trigger, Flow, Branch, Conditions, and instruction nodes
ActionFlow 2 reveals the structure already stored in Game Creator components; the graph is an editing surface, not a second runtime.

Component graphs

Open the supported Game Creator components on one GameObject as a connected document:

  • Trigger components become event roots;
  • Actions components contribute their instruction sequences;
  • Conditions components become multi-branch roots;
  • ordinary instructions become connected nodes;
  • ActionFlow's Branch and Flow instructions expose two-way and multi-output topology directly.

Component graphs work with scene objects, prefab assets in Prefab Mode, prefab instances, variants, and nested prefabs. Game Creator component data remains the serialized and runtime authority.

Reusable ActionFlow assets

ActionFlow 2 includes three native asset types:

Asset Behavior Authoring surface
Instruction Asset Runs one reusable asynchronous instruction flow Rooted graph
Branch Asset Evaluates and runs one reusable asynchronous branch flow Rooted graph
Condition Asset Returns one reusable synchronous Boolean result Compact Inspector

Assets can define typed input parameters. Callers provide ordinary Game Creator property values for those parameters, so the same asset can operate on different characters, numbers, strings, objects, or module-specific data at each call site.

Learn about reusable assets.

Instruction Asset graph with Reward Item and Completion Message parameters
Instruction AssetA rooted reusable sequence with typed inputs.
Branch Asset graph with Melee Skill and Health Attribute parameters
Branch AssetA reusable decision with module-specific parameter types.
Condition Asset Inspector with a condition list and Quest Id parameter
Condition AssetA compact Inspector for a reusable Boolean rule.

LogicBlock integration

When a compatible LogicBlock version is installed, ActionFlow 2 can open a LogicBlock Block asset as one unified document. It provides:

  • an overview of all instruction and condition lists;
  • focused graph views for individual lists;
  • list and node editing with Unity Undo/Redo;
  • node search, call navigation, and Find Usages;
  • runtime highlighting for direct and instance-list calls.

LogicBlock is optional. ActionFlow 2 has no compile-time dependency on LogicBlock or NodeFlow, and reports an unsupported schema without modifying the asset.

Learn about LogicBlock integration.

ActionFlow 2 showing the overview of a LogicBlock Block asset with reusable list roots
A Block opens as one navigable document; list roots expose their names and references before you enter a focused list view.

Compatible installed Game Creator modules

ActionFlow 2 discovers creatable Game Creator Events and Instructions from assemblies compiled into a supported Game Creator Core source lane. This means compatible content supplied by installed Game Creator modules appears automatically in graph pickers and node bodies.

For reusable asset parameters, a bundled source generator discovers compatible Game Creator property-provider types from Core and each compatible installed module. The generated parameter menu matches the modules available in that project. Adding or removing a module updates the catalog on the next compilation without adding a permanent dependency on that module.

See the exact supported Unity and Game Creator versions.

ActionFlow 2 search results for Inventory instructions supplied by an installed Game Creator module
Installed-module content participates in the same searchable picker as Core content.

Graph editing and organization

Across supported graph documents, ActionFlow 2 provides:

  • searchable node creation;
  • drag-to-connect and insert-on-edge workflows;
  • copy and paste;
  • multi-selection and bulk deletion;
  • collapse and expand controls;
  • minimap navigation;
  • sticky notes and colored placemats;
  • deterministic automatic layout;
  • persistent viewport and node layout;
  • external-change detection and safe refresh.

Go deeper with graph editing, placemats and sticky notes, and the keyboard and mouse reference.

Unity-native behavior

ActionFlow 2 integrates with Unity's global Undo/Redo history, prefab override system, ScriptableObject persistence, asset refresh, Play Mode lifecycle, and window layout. Structural authoring is locked outside stable Edit Mode, while supported graphs remain navigable and observable in Play Mode.

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