Release notes¶
In development - 9 September 2026¶
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Added Shift-click on Auto-Layout Graph for rows of six nodes in each local instruction chain. A lone final node stays on the preceding row, including a trailing Branch or Flow. Nested output chains reserve their own space; ordinary click keeps the continuous horizontal layout.
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Retired the older GC2 Unity API migration patch and external preflight tools. Install official Core and module packages compatible with the chosen Unity version. The separate no-op serialization scene-dirtying fix remains active.
- Current ActionFlow validation covers Unity 6000.3.22f1 and 6000.6.0f1 with their corresponding compatible Core 2.19.61 uploads.
In development - 6 September 2026¶
The reusable asset classes in ActionFlow2.Runtime are named
InstructionAsset, BranchAsset, and ConditionAsset. Unity's native
Inspector headers now display "Instruction Asset", "Branch Asset", and
"Condition Asset" while retaining their normal controls.
Existing master-project beta assets have been updated directly, with their script GUIDs and object references preserved. Custom C# code and reflection strings must use the current class names; this beta rename does not provide compatibility aliases or type migration attributes.
Obsolete Block and Reference serialization aliases, including generated parameter-getter aliases, and the earlier native-asset layout-file migration have also been removed. Current asset data and layout storage remain intact.
Current beta - 22 August 2026¶
This beta broadens ActionFlow 2's tested editor range while preserving its Unity-native authoring model. It is validated with Unity 6000.3.22f1, 6000.4.12f1, and 6000.5.8f1 using the Game Creator Core source lanes listed on the Compatibility and modules page.
Unity 6.5 and Game Creator compatibility¶
- Added version-appropriate object and scene identity handling for Unity 6.3, 6.4, and the Unity 6.5 API line.
- Added exact recognition of the revised official Game Creator Core 2.19.61 Unity 6.5 source.
- Earlier betas included vendor Unity API migration tools. These have since been retired; current installation requires compatible official packages.
- Hardened graph publication, rollback, scene recovery, prefab authority, and ordinary field-edit handling across all three tested Unity versions.
Read Unity and Game Creator compatibility before changing Unity or vendor package versions.
Authoring surfaces¶
- Component graph authoring supports Game Creator Triggers, Actions, and Conditions on scene objects, prefab assets, prefab instances, variants, and nested prefabs.
- Compatible Story Engine Rule components are discovered through an optional late-bound adapter. Their pencil-editable title, Category, Priority, and embedded criteria appear on a teal root, while their embedded instructions remain editable as a connected chain. The node picker can create Rule components with the rename pencil available immediately. Rule roots delete like Trigger roots while retaining a connected instruction chain under an Actions component; Rule copying remains protected. Play Mode highlights the executing Rule and instruction chain. Rule-only GameObjects use the same Inspector and component-context graph commands and graph-owned Inspector mode as Game Creator components.
- Reusable Instruction, Branch, and Condition assets provide typed parameters backed by compatible Game Creator property providers.
- Optional LogicBlock assets can open as unified overview and focused list graphs without requiring NodeFlow.
- Unity Undo/Redo, prefab overrides, copy and paste, search, minimap navigation, placemats, sticky notes, and deterministic automatic layout remain native to their original components and ScriptableObjects.
Editing and reliability improvements¶
- Asset and LogicBlock graph refreshes now keep unaffected, already-rendered node bodies loaded when a node is added or removed.
- Automatic layout uses fully rendered node sizes for ActionFlow and LogicBlock asset roots, including roots whose size depends on typed parameters.
- A plain Game Creator On Start event is no longer silently replaced by the tracked ActionFlow variant during unrelated publication, edge rewiring, or picker operations.
- Routine field edits no longer emit the deferred native Undo warning merely because Unity advanced the applied history tip.
- Post-Play recovery resumes lifecycle-held node loading and restores prefab graphs opened during Play Mode instead of leaving a stale loading overlay.
- The Inspector graph action remains available when Unity creates auxiliary editors, while mixed, multi-object, pinned, importer, and unsupported targets continue to fail closed.
Play Mode feedback¶
- Executed nodes and paths continue to highlight across component, ActionFlow asset, and compatible LogicBlock graphs.
- Binary branches now show the taken outgoing edge in yellow and the rejected outgoing edge in red, making both outcomes visible at the decision point.
- Structural editing remains locked during Play Mode while supported graphs stay navigable and observable.
Documentation and packaging¶
- The online documentation and illustrated offline PDF now share the exact Unity/Game Creator validation matrix and Unity 6.5 upgrade guidance.
- The beta package contains production graph sources, compatibility tools, and documentation without test harness scenes, test sources, Game Creator vendor packages, or repository metadata.
Earlier beta foundation¶
The current beta builds on the initial ActionFlow 2 graph editor, reusable asset types, optional LogicBlock integration, Unity-native Undo and prefab workflows, Play Mode runtime highlighting, and illustrated offline manual.