Build a Working Result
Explore a Working Flow
Run the supplied Flow example and trace a visible event through its graph.
- Audience
- All developers
- Time
- 5 minutes
- Requires
- Flow Core installed with examples
- Modules
- Flow Core
On this page
Open a supplied scene before building anything. The goal is to see how a scene object, a Flow Graph, Triggers, Actions, and Blackboard data cooperate while the game is running.
Open the example
- Save any scene changes you want to keep.
- Search the Project window for the scene named
2.Flow Example. - Open the scene and allow Unity to finish importing or compiling any dependencies.
- Open the Game view and the Console.
- Enter Play Mode.
此处插图应该是 2.Flow Example 场景进入 Play Mode 后的 Unity Game 视图截图;保留场景内可操作的按钮、输入或切换控件,并框选一个接下来要触发的交互。
Interact with the visible controls. Watch for a change in the Game view, Inspector, or Console. The exact control is less important than the relationship: a Unity event starts a chain, graph nodes route the chain, and an Action performs the result.
Find the runtime owner
- In the Hierarchy, select an object that owns the demonstrated behavior.
- Locate its
FlowCoreProcesscomponent. - Note the assigned Flow Graph and any Local Blackboards.
- Open the assigned graph.
The graph asset describes behavior. FlowCoreProcess owns the runtime instance for this scene object. Two objects can use the same graph asset while keeping separate runtime state and Local Blackboard bindings.
此处插图应该是示例对象 Inspector 中 FlowCoreProcess 的截图;保留已分配的 Flow Graph、Local Blackboards 列表和组件标题,并分别框选 Graph 与 Blackboard 绑定。
Trace one chain
In the Flow Graph Editor, set Debug Context to the scene object you selected. Trigger the same interaction again and watch the graph.
Trace these stages:
- A Trigger receives the Unity or UI event.
- An output port routes the event into another node.
- A running execution chain moves through the connection.
- An Action or module node produces an observable result.
- Any bound values resolve against the selected process and its Blackboards.
此处插图应该是 Play Mode 中 Flow Graph Editor 的运行调试截图;保留 Debug Context、刚触发的 Trigger、移动中的连接高亮和执行结果节点,并用箭头标出链的方向。
Change one value
If the example exposes a safe Blackboard value, change it in the Inspector and repeat the same interaction. Observe whether the graph structure remains unchanged while the result changes. This is the core authoring split: graphs define behavior; typed data supplies configuration and state.
Common mistakes
| Symptom | Check |
|---|---|
| The scene does nothing | Confirm Unity is in Play Mode and the selected example control is interactive. |
| The graph shows no runtime highlight | Set Debug Context to the exact GameObject whose FlowCoreProcess received the event. |
| The Inspector and graph disagree | Confirm you opened the graph assigned to the selected process. |
| A changed value has no effect | Verify the node reads that Blackboard scope, index, key, and type. |
What You Built
You built a runtime map of the supplied example: scene owner, assigned graph, start point, execution route, value source, and visible result. Use the same map whenever you open an unfamiliar Flow Core graph.
What the example demonstrated:
- A Flow Graph is authored once and instantiated by a scene process.
- Triggers and Entries start execution chains.
- Ports and connections define routes through the graph.
- Blackboard values remain separate from graph topology.
- Debug Context selects which runtime instance the editor explains.
Build the same loop yourself in Build Your First Flow.