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Flow Core

Build Gameplay Logic You Can See

Create readable visual gameplay systems in Unity and move from a working Flow into the capability your project needs.

Who this guide is for

Built for developers who already know the Unity Editor and want a practical path into Flow Core without needing prior Flow Core or C# experience.

Start with an outcome

Run something that already works, create one visible result, then move into the capability your project needs.

Image 00_01_01Screenshot production note

此处插图应该是 Flow Graph Editor 与 Unity Game 视图并排展示的产品主视觉截图;Graph 中保留 Trigger、Action、Blackboard 取值和运行高亮,Game 视图显示对应结果。

One foundation, several systems

Flow Core separates authored behavior from runtime ownership. A Flow Graph stores the logic you can see. A FlowCoreProcess runs an instance of that graph on a scene object. Blackboards provide typed data, while Triggers and Entries decide when execution starts.

The same foundation supports event flows, FSM states, Behavior Trees, Stacks, GOAP planning, characters, animation, cameras, interactions, stats, effects, and C# integrations. Begin with one visible result, then follow the capability that matches your project.

Understand what runs

flowchart LR A["Trigger or Entry"] --> B["Execution chain"] B --> C["Nodes and Instructions"] D["Typed Blackboard values"] --> C C --> E["Visible gameplay result"]

Use Flow Core in Five Concepts for the complete mental model, or go to Debugging Running Graphs when an authored result does not behave as expected.