GameFlow has a lot of features, but generally speaking, you’ll find them very intuitive - especially if you are already familiar with working with Unity 3D Components. Here are some of the highlights!


GameFlow lets you design the logic of a game through programs (sequences of actions) associated with GameObjects. GameFlow programs are built inside of the Unity Editor, eliminating the need to open another external editor such as MonoDevelop or Visual Studio Code for common operations. For more information, see Programs.


GameFlow comes with a huge repertoire of standard actions. Actions include both logic flow (e.g. if, for, foreach) as well as the actual actions themselves. For more information, see Actions.


All actions and tools in GameFlow accept not only values entered directly into the Inspector, but also variables. Variables are defined visually in the Inspector. For more information, see Variables.


Lists are a kind of variable. GameFlow supports dynamic lists of items in the editor. For more information, see Lists.


GameFlow programs can be run by a wide variety of events, including standard Unity3D events such as clicks and collisions, UI triggers, and timers.

Visually Defined Paths

GameFlow incorporates a simple, intutive editor of both linear and curve-based paths. These paths can be combined with actions to implement features such as “follow over time”, patrol routes, or interesting weapon attack patterns. Paths are composed from a set of GameObjects, allowing for seamless integration with the rest of Unity3D. Paths can also be used in the Editor itself for automation - for example, automatically generating a road by combining a random list of paths.

Visual Force Editor

GameFlow allows forces (vectors with a direction and a magnitude represented as arrows) to be defined in the editor and displayed visually. These forces can then be applied on demand over the objects you want. It’s a much easier and more intuitive way to communicate with the physics engine Unity to add motion effects.


Timers automatically fire events at regular intervals or when a timeout completes. Kick off timers in response to other Events for complex behaviors.


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 are straight-forward and easy to use.


GameFlow incorporates a repertoire of object templates (aka Prefabs) called GameFabs. See a list of GameFabs for more information.


GameFlow includes support for persistence natively. Use simple programs to store and load save games.


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 most powerful “hidden” GameFlow - run GameFlow programs not only at runtime, but inside the Unity Editor itself! Visually create and run scripts inside the Unity Editor to accelerate the development of your game levels.