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Release notes

1.0.0

Requirements

  • Requires Unity 6.3 LTS (6000.3) or newer and Game Creator 2. Tested versions are Unity 6000.3.22f1 and 6000.6.0f1 with compatible Core 2.19.61 packages.
  • Events, Instructions and supported parameter types from compatible installed Game Creator modules appear automatically after Unity compiles.
  • Optional integrations support compatible Story Engine Rules and LogicBlock assets. NodeFlow is not required.

Graph editing

  • Edit Triggers, Actions and Conditions on scene objects, prefab assets, instances, variants and nested prefabs.
  • Search for nodes, connect instructions, copy and paste, and use Unity Undo, Redo and prefab overrides.
  • Organize graphs with automatic layout, the minimap, sticky notes and placemats. Shift-click Auto-Layout Graph to arrange instruction sequences in rows of six, keeping a lone final node on the preceding row.
  • Pan and zoom are remembered for each user without changing scene or asset files, creating prefab overrides or adding Undo steps.
  • Edit Story Engine Rule titles, Category, Priority, criteria and instructions in the graph. Rule root nodes cannot be copied.

Reusable assets

  • Create Instruction, Branch and Condition Assets with input parameters. Supply different values each time you use them.
  • Instruction and Branch Assets open as graphs. Condition Assets are edited in the Inspector and return true or false.
  • Update Inputs keeps compatible values when an asset's parameters change. Removed values remain under Previous Inputs and can be reused if the same input and type return.
  • Node positions, notes and placemats travel with duplicated or exported ActionFlow and LogicBlock assets.

Saving and recovery

  • Graph edits use normal Unity saving and prefab workflows.
  • If a prefab changes while graph edits are waiting to save, a recovery copy keeps those edits available in a separate graph.
  • The Recovery window lets you retry failed saves and restore, export or delete saved copies. Conflicting notes are preserved separately from gameplay logic.
  • If Unity quits with unsaved ActionFlow changes, choose to retry saving, keep Unity open or quit without saving the listed changes.
  • Remove ActionFlow Editor Data removes layouts, notes and the Inspector editing lock before uninstalling, and backs up affected files. Replace any ActionFlow instructions or asset usages before deleting the package.

Play Mode

  • Watch executed nodes and connections highlight in component, asset and compatible LogicBlock graphs. A red branch connection marks the path that was not chosen.
  • Add, delete and reconnect nodes in Edit Mode. In Play Mode, navigate the graph and inspect execution. Component value changes made for testing are restored when Play Mode ends; edits to asset values can persist.
  • Undo or Redo that would change a graph edit stops Play Mode and keeps the edit unchanged. Repeat the command in Edit Mode to apply it. Other Unity edits can still be undone and redone during Play Mode.
  • Random Flow remembers choices for each calling GameObject. Avoid Twice skips the previous choice and Ensure Choosing All cycles through every path before repeating. Each Play Mode session starts with fresh choices.

Documentation and icons

  • Asset icons refresh correctly in the Project window after an upgrade.

  • An illustrated offline manual and online guide cover installation, graph editing, reusable assets, prefabs, recovery and troubleshooting.

  • Toolbar and Flow icons use licensed Tabler and Google Material artwork, plus an original placemat icon. Instruction, Branch and Condition Assets use Game Creator 2 icons. Sources and licenses are listed in the third-party notices.