Execution & Queries
Triggers, Entries & Payloads
Choose how a chain starts and what event data accompanies it.
- Audience
- Working with Flow Core
- Time
- 8 minutes
- Requires
- A Flow Graph and one activation event
- Modules
- Flow Core
Triggers and Entries both start execution chains, but they model different ownership. Use a Trigger when Flow Core listens for an event. Use an Entry when another caller explicitly requests a named graph behavior.
Trigger
A Trigger is an event-based start point. Trigger sources include Unity lifecycle, UI, input, Blackboard changes, signals, and module-specific events.
Examples:
- Unity
Startbegins initialization behavior. - A UI button click begins a confirmation sequence.
- A Blackboard value change begins a reaction.
- A Stats or Character event begins module-specific logic.
The Trigger may supply a payload describing the event. The available payload depends on the selected Trigger.
Entry
An Entry is a named graph start point, represented by an Enter node. Code, another graph path, or a supported runtime integration can execute it by identity or title.
Use an Entry when the caller already owns timing: a quest system requests QuestAccepted, a test calls RunValidation, or gameplay code calls SayHello.
Do not expect an Entry API to activate a Trigger. They are distinct start models.
此处插图应该是同一 Flow Graph 中 Trigger 与 Enter 节点并排的截图;Trigger 标注为 Event-owned start,Enter 标注为 Caller-owned start,并显示两者各自连接到 Action。
payload ownership
payload is data supplied when the chain starts. It belongs to that active chain and should be read as event context, not treated as a general storage location.
Typical payload data includes:
- the object that raised an event;
- a UI or input value;
- an interaction target;
- a module event snapshot;
- a caller-supplied value.
If later chains need the value, write the required typed result to an intentionally owned Blackboard key. If only later Instructions in the same chain need a derived value, use TempPayload.
Decision guide
| Situation | Start with | Data source |
|---|---|---|
| Unity lifecycle owns timing | Trigger | Trigger payload or Blackboard |
| UI or input event owns timing | Trigger | Event payload |
| Gameplay code owns timing | Entry | Caller context or Blackboard |
| Several listeners need a decoupled signal | Event Trigger | Published signal payload |
| A previous step computed temporary data | Existing chain | TempPayload |
Common misunderstandings
- A Trigger is not an Entry with a different icon.
- Renaming an Entry can break callers that use its title.
- A payload does not persist after the chain as shared state.
- Subgraph Triggers receive events only while their activation window is active; lifecycle events are not replayed later.