Use these terms consistently in graphs, code reviews, bug reports, and project documentation. Similar words often describe different ownership or lifetime.
Graph and execution
Term
Meaning
Flow Graph
The asset that stores authored nodes, ports, connections, comments, and settings.
FlowCoreProcess
The scene component that owns one graph runtime and its process bindings.
Node
A visible graph unit with flow ports, parameters, behavior, and optional Guard logic.
Input Port
A port that receives execution flow into a node.
Output Port
A port that emits execution flow from a node.
Entry
A named graph start point, usually represented by an Enter node.
Trigger
An event-based graph start point.
Chain
A running execution path started by a Trigger or Entry.
Branch
An authored route from one node output to another node input.
Subgraph
A graph executed within an activation window owned by another graph path.
Data
Term
Meaning
Blackboard
Typed key-value storage with explicit ownership and scope.
Blackboard Key
A typed identifier inside a Blackboard.
Scope
The Blackboard location a value uses, such as Local, Scene, or Global.
FlowValue
A configured value source such as literal, Blackboard, payload, TempPayload, or target.
payload
Data supplied by the Trigger, Entry, or event that starts one chain.
TempPayload
Writable chain-local scratch data cleared when the chain ends.
Debug Context
The scene GameObject used by the editor to resolve previews and filter live debugging.
Decisions and work
Term
Meaning
Guard
A Condition group checked before a node executes.
Reject Result
The chain result used when a Guard rejects execution.
Invoke Mode
The behavior used when a node receives execution while already busy.
Instruction
An executable operation inside an Action-style list.
Condition
A pass/fail check used by Guards and other decision surfaces.
Action
A node that runs an ordered Instruction list and then continues the chain.
Signal
A named runtime event used to wake or route graph behavior.
Logic modules
Term
Meaning
FSM
A state-machine model for long-lived modes and explicit transitions.
Behavior Tree
A priority-oriented decision hierarchy rooted at BTRoot.
Stack Root
The node that owns a last-in, first-out layer collection.
Stack Layer
A pushable layer with Push, Resume, Update, Pause, and Pop lifecycle.
GOAP
A planner that searches actions from boolean facts, preconditions, effects, and costs.
Gameplay modules
Term
Meaning
State
A sustained Flow Character animation identity or behavior asset.
Gesture
A bounded Flow Character animation action.
Marker
A semantic event at normalized animation time.
Flow Interaction Owner
The actor-side component that scans, selects, focuses, and interacts.
Flow Interaction Target
The object-side component registered as an interaction candidate.
Camera Shot
A scene-authored Flow Camera pose, lens, Channel, activation state, and priority.
Stat
An unbounded calculated capability value.
Resource
A mutable Current value with finite cached Minimum and Maximum.
Status Effect
A reusable definition for duration, stacking, reapply behavior, and contributions.
Preferred phrasing
“This Trigger starts a chain,” not “This Trigger is an Entry.”
“The Success branch routes to the Action,” not “The branch is running.”
“Read payload from the event,” not “Store global state in payload.”
“Write scratch data to TempPayload,” not “Persist TempPayload.”
“Use a Condition for pass/fail,” not “Use a Condition to perform work.”