GameFlow lets you design the logic or the effects of a game through programs (sequences of actions) we can associate the GameObjects, all without leaving the editor of Unity itself.


GameFlow comes standard with a repertoire of 150 shares to cover much of the basic necessities required in developing a game. A complete list is available in the Actions section.


All actions and tools GameFlow accept not only specific values for their properties but also variables, which allows to build flexible and versatile programs. The variables, of course, are also defined from the editor.


GameFlow facilitates based scheduling (see an explanation in Chapter Events) through a variety of special programs (Event Programs) that run automatically when certain events occur.


GameFlow supports dynamic lists of items in the editor itself. These lists can be used for many purposes during the game, but are especially useful to apply the same action to multiple objects in one step.


GameFlow incorporates an editor of both linear paths as based on curves that can be combined with some action to get the game objects follow them over time and also for other purposes such as automated scenario generation with curves (one road, example).


GameFlow allows defining forces (vectors with a direction and a magnitude represented as arrows) can be edited visually in the editor and can be applied on demand over the objects you want. It’s an easy way to communicate with the physics engine Unity to add motion effects to our game.


Timers (Timers) are components that allow the implementation of programs at regular intervals or when a timeout exhausted. Can also be used to construct type markers time countdown timer or type.


The pools are storehouses of objects of the same type that improve the performance of a play in those situations where it is necessary to continuously display a multitude of objects on the screen. GameFlow Pools offers support integrated and easy to use.


GameFlow incorporates a repertoire of object templates (Prefabs in the jargon of Unity) we call Gamefabs that are designed as parts ready to use and can considerably accelerate the installation of a video game. In this directory we find from keyboard drivers and mouse up generators objects and ready to use markers.


With just one click, GameFlow deals with data persistence of your game so that it is easy to program games that remember the state of the game.


GameFlow allows the construction of parameterized Prefabs from the editor without having to write code. This way you can create lists parts for reuse in other projects.


Perhaps the feature “hidden” GameFlow most powerful is that it allows the execution of programs not only at runtime but also editing time. That is, you can easily build programs that generate or manipulate scene elements from the editor, thus facilitating the construction of game levels.