The graph workspace¶
The ActionFlow 2 window combines a node canvas, an editing toolbar, optional overview tools, and the complete Game Creator fields for every visible node. The workspace adapts to component and prefab graphs, compatible Story Engine Rules, reusable ActionFlow assets, and compatible LogicBlock documents.
Because topology and fields share the same view, an instruction's place in the branching hierarchy stays visible while you configure it.
Canvas¶
Drag empty canvas space to navigate and use the mouse wheel to zoom around the pointer. The graph stores its viewport, so reopening the same target returns to your last view.
The background grid gives movement and alignment a visual scale without changing the serialized behavior.
Nodes and ports¶
Nodes contain:
- a colored header and title;
- an input port when the node can have a predecessor;
- one or more output ports;
- an expandable body with Game Creator fields.
Connections run from output ports to compatible input ports. Trigger, Rule, and Conditions root nodes do not have input ports.
Selection¶
Click a node to select it. Drag a selection rectangle across the canvas to select several nodes. Multi-selection enables bulk copy, deletion, expand/collapse, and placemat creation.
Node picker¶
Open the node picker in either of these ways:
- press Space over the graph;
- right-click the canvas and choose Add Node.
Search by node title, category, description, or underlying type. Press Enter to create the first search result or Esc to close the picker.
Instruction nodes are grouped by their Game Creator category. The picker also exposes Trigger, Flow, Branch, and Conditions roots where their use is valid. Compatible Events and Instructions from installed Game Creator 2 modules join this catalog automatically after compilation.
Minimap¶
Toggle the minimap from the toolbar. It provides a compact overview of a graph that no longer fits in the viewport. Use it to retain context while navigating a large behavior.
Inspector ownership¶
When a graph takes ownership of a GameObject's Game Creator editing surface, the Inspector may present graph controls rather than ordinary component editing. Use Unlock Inspector when you intentionally want to return to direct Inspector editing.
Important
Avoid editing the same serialized structure simultaneously from both the graph and an unlocked Inspector. Finish one operation before switching representations.
Asset documents¶
Instruction and Branch Assets use a permanent root that displays the reusable asset's typed parameter signature. Condition Assets use a compact Inspector instead of a node canvas.
A LogicBlock document adds an Overview and focused instruction/condition list views. Its document menu provides Find Usages and refresh commands.


