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Debug and Maintain Projects

Troubleshooting

Start from an observable symptom and run the smallest relevant check.

Audience
All developers
Time
As needed
Requires
A reproducible symptom
Modules
Flow Core
On this page

Find the symptom closest to what you observe, run its first check, and apply the smallest matching fix. Use Debugging Running Graphs when the issue needs a complete trace.

Graph does not start

SymptomFirst checkLikely fix
Nothing happens in Play ModeInspect the scene FlowCoreProcessAssign the intended graph and enable the process.
Unity Start never firesInspect Trigger bus and eventUse Unity bus with Start on the graph actually assigned to the object.
A C# Entry call returns falseCompare Entry title and processUpdate the caller and confirm runtime initialization.
One object works and another does notCompare process and Blackboard bindingsBind each instance explicitly.

Data is wrong or missing

SymptomFirst checkLikely fix
A value is empty or defaultInspect complete typed value sourceMatch scope, index, key, and type.
Scene data is inconsistentCount Scene BlackboardsBind the intended scene owner explicitly.
payload is unavailableInspect the start pointUse a Trigger or Entry context that actually supplies it.
TempPayload disappearsInspect chain lifetimeStore longer-lived state in a Blackboard.

Chain stops or repeats

SymptomFirst checkLikely fix
Start runs but the next node does notInspect connection and GuardConnect the branch or correct rejection logic.
A repeated event seems ignoredInspect Invoke Mode and active waitChoose intentional busy behavior.
Work arrives late in a burstLook for Queue on frequent eventsReduce event frequency or avoid queuing non-critical repeats.
A control route blocks executionInspect Pass EnabledRestore pass or correct control ownership.

Gameplay module symptoms

SymptomFirst checkLikely fix
Character moves without animationInspect active State and AnimatorEnter a configured State and assign clips.
Camera Shot never winsCompare Channel, Activated, and PriorityMatch Channel and raise intended priority.
Interaction finds no candidatesShow Owner and Target rangesEnable both objects and overlap valid radii.
Status Effect is ignoredInspect Profile Effect FilterAllow it in Whitelist or remove it from Blacklist.
GOAP reports No PlanInspect active Goal, facts, and root childrenAdd visible actions and satisfy a valid precondition route.

Growing Cube's runtime Graph, Game view, process binding, and zero-error Console are shown together.

The Graph, Game view result, process binding, and Console identify the owner and route being inspected.

Editor and build symptoms

SymptomFirst checkLikely fix
Flow Inspector displays a different nodeRead its title and pinned stateUnlock the pane to follow the current graph selection.
An entry closes when another opensCheck Entry Expansion ModeUse Continuous for comparison, or keep Single Focus for one leaf path.
Every entry stays openCheck for the temporary expansion overrideChoose Return to Entry Expansion Mode.
Rename, Information, or Open Editor is not inlineOpen the entry’s More menuUse the available command there; check read-only state for edits.
A documented field is absentCheck Source, Target, and conditional visibilitySelect the intended value route; a hidden field may retain its stored value.

Use Node Inspector & Entry Editing for the editing workflow and Field Information & Flow Knowledge for reference search.

  • Missing menus usually indicate incomplete import or compilation failure.
  • For empty Instruction or Condition pickers, resolve compilation errors, confirm the supported extension and its dependencies are imported, and run Validate Available Bindings. See Automatic Registration & Prewarm.
  • Player-only failures often indicate editor dependencies inside runtime code.
  • Broken summaries with correct runtime behavior often indicate an incorrect Debug Context.

Entering Play takes too long

Profile the reload and scene-integration phase separately from the first gameplay frames. Third-party initialization and Editor repaint can dominate before a frame-sliced queue runs. Follow Troubleshooting Slow Play Mode Entry for domain-reload checks and the measured Unity Visual Scripting case.