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Terminology

Use the canonical words for Flow Core authoring, execution, data, and gameplay modules.

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Use these terms consistently in graphs, code reviews, bug reports, and project documentation. Similar words often describe different ownership or lifetime.

Graph and execution

TermMeaning
Flow GraphThe asset that stores authored nodes, ports, connections, comments, and settings.
FlowCoreProcessThe scene component that owns one graph runtime and its process bindings.
NodeA visible graph unit with flow ports, parameters, behavior, and optional Guard logic.
Input PortA port that receives execution flow into a node.
Output PortA port that emits execution flow from a node.
EntryA named graph start point, usually represented by an Enter node.
TriggerAn event-based graph start point.
ChainA running execution path started by a Trigger or Entry.
BranchAn authored route from one node output to another node input.
SubgraphA graph executed within an activation window owned by another graph path.

Data

TermMeaning
BlackboardTyped key-value storage with explicit ownership and scope.
Blackboard KeyA typed identifier inside a Blackboard.
ScopeThe Blackboard location a value uses, such as Local, Scene, or Global.
FlowValueA configured value source such as literal, Blackboard, payload, TempPayload, or target.
payloadData supplied by the Trigger, Entry, or event that starts one chain.
TempPayloadWritable chain-local scratch data cleared when the chain ends.
Debug ContextThe scene GameObject used by the editor to resolve previews and filter live debugging.

Decisions and work

TermMeaning
GuardA Condition group checked before a node executes.
Reject ResultThe chain result used when a Guard rejects execution.
Invoke ModeThe behavior used when a node receives execution while already busy.
InstructionAn executable operation inside an Action-style list.
ConditionA pass/fail check used by Guards and other decision surfaces.
ActionA node that runs an ordered Instruction list and then continues the chain.
SignalA named runtime event used to wake or route graph behavior.

Logic modules

TermMeaning
FSMA state-machine model for long-lived modes and explicit transitions.
Behavior TreeA priority-oriented decision hierarchy rooted at BTRoot.
Stack RootThe node that owns a last-in, first-out layer collection.
Stack LayerA pushable layer with Push, Resume, Update, Pause, and Pop lifecycle.
GOAPA planner that searches actions from boolean facts, preconditions, effects, and costs.

Gameplay modules

TermMeaning
StateA sustained Flow Character animation identity or behavior asset.
GestureA bounded Flow Character animation action.
MarkerA semantic event at normalized animation time.
Flow Interaction OwnerThe actor-side component that scans, selects, focuses, and interacts.
Flow Interaction TargetThe object-side component registered as an interaction candidate.
Camera ShotA scene-authored Flow Camera pose, lens, Channel, activation state, and priority.
StatAn unbounded calculated capability value.
ResourceA mutable Current value with finite cached Minimum and Maximum.
Status EffectA 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.”