Use FlowReactor to create AI behaviors, UI flows, dialog trees, in-game level scripting, tutorials, game mechanics and logics. Create unlimited nested sub-graphs. Use the Eventboards and Blackboards to manage global events and variables. Thanks to the scriptable object workflow everything is easily manageable within asset files.
Creating custom nodes is as easy as creating a new c# file.
Easy and intuitive scriptable object workflow.
Global or local variable blackboards. Use scene overrides for scene objects.
Powerful event-system to call events accross graphs.
Feels like a native Unity editor tool.
Float to string? You don't need an extra node for this, FlowReactor handles the conversion.
Need tweening? FlowReactor comes with a ready to use DOTween node.
Extensive online documentation.
Create custom nodes which are tailored to your project, nodes that can do more than just multiplying two values. This is high level! Creating a custom node with FlowReactor is as easy as creating a new C# file, right click select new node, name it and you're done. Use the node wizard to create nodes with additional advanced features. You can go crazy and even create custom inspector GUI for your nodes.
Over 130 nodes in FlowReactor has been carefully hand crafted. Use known Unity methods or special FlowReactor nodes such as the “Advanced Character Controller” node, “Show Dialog” node or custom AI nodes like the “Search For Cover” or “Move Along Waypoints” node.
The INodeControlable interface, let's you easily control scripts outside of a graph with your graph! This is a great way if you want to implement visual scripting to an existing project without creating new custom nodes.
FlowReactor has a dedicated variables system which is tightly integrated in the FlowReactor ecosystem (Graphs, Nodes, Blackboards, Eventboards). Connect node variables with blackboard variables, listen to value changes or use scene overrides for scene specific objects. You can rename variables without loosing references. FlowReactor also handles type conversions automatically,
FlowReactor comes with an easy yet powerful event system. Define your events in asset files with additional event parameters and call them in your graphs. Use “Event Listener” nodes to listen to events across graphs and store the event arguments for later use.
Create infinite nested sub-graphs with custom exits / transitions. Use Sub-Graphs for different states or to organize your graphs.
The editor has been developed to seamlessly blend into Unity’s editor. Making it look and feel professional and native. Everything should be logical and easy to read. Copy and paste nodes across multiple graphs, use the minimap to easily navigate through larger sized graphs and create groups and comments to keep your graphs well organized.
You can copy and paste connected nodes across different graphs.
Use the minimap to easily navigate through larger sized graphs.
Beautiful colored groups and comment nodes helps organizing your graphs.
Don’t like the default shortcuts? Simply change them in the settings.
Thanks to the graph explorer you can easily navigate through your graph and sub-graphs, quickly find groups and see which nodes are currently active.
FlowReactor helps you to easily locate errors in your graph.
Every game relies on data. Use Databox to connect your blackboard variables with Databox variables and make use of the awesome Databox data editor.
Flowreactor comes with a very powerful DOTween node which supports tween sequencing and FlowReactor events. DOTween is a fast, efficient, fully type-safe object-oriented animation engine for Unity, optimized for C# users, free and open-source, with tons of advanced features