
Build gameplay flows with modular blocks: trigger events, spawn objects, track goals, or write your own logic – all visual, flexible, and no boilerplate code required.GameFlow Engineis a powerful node-based framework for Unity that lets you visually design, execute, and manage gameplay logic at runtime – from scene events and scripted sequences to complex reactive systems. Its modular flow architecture, visual editor, and extensible block system give developers full control over how game logic is triggered, structured, and maintained – without writing boilerplate code.From spawning enemies and triggering cutscenes to handling custom objectives and dialog trees, GameFlow Engine enables developers and designers to orchestrate gameplay behaviors without boilerplate code. And when needed, you can easily create your own custom blocks to fit any unique scenario.Built with collaboration and scalability in mind, GameFlow Engine is ideal for teams working on projects of any size – whether you're building a narrative-driven game, a puzzle adventure, or a reactive simulation.🔑 Key FeaturesVisual Flow Graph: Organize gameplay using a clean, graph-based editor with conditional and parallel execution for blocks.Ready-to-Use Logic Blocks: Includes blocks for triggers, timers, object spawning, dialogs, and more.Custom Block Support: Write your own logic blocks with minimal effort and full integration into the system with automatic integration in Editor.Flow-Based Execution: Define dynamic behaviors like “kill 5 enemies”, “reach location”, “press a button”, etc., with modular flows.Scene Interaction: Link blocks to real scene objects and triggers using a dependency system that’s robust and easy to debug.Runtime Graph Evaluation: Graphs are compiled into executable logic trees at runtime for performance and stability.Collaborative Design: Programmers and designers can work together without stepping on each other’s toes.Examples & Prefabs Included: Get started fast with sample flows, templates, and clear documentation.Cross-Platform Compatibility: Supports Unity 2021.3.0+ and works on PC, mobile, VR, and other Unity targets.🧠 Use CasesSpawn enemies when entering a zonePlay a monologue or dialog when a button is pressedTrack kill/objective conditionsTrigger animations, cutscenes, or scene transitionsChain multiple actions conditionally or in sequenceBuild interactive tutorials and onboarding flowsWhether you're building core gameplay logic or scripting interactions between systems, GameFlow Engine provides the clarity, flexibility, and extensibility needed to stay in control of your game’s flow – without the overhead.Asset uses "Khronopix" and "KhronopixMono" under CCO License;See Third-Party Notices.txt for details.Key features of Quest Engine:Graph-based Visual Editor: Easily create, connect, and manage blocks with the intuitive Flow Graph interface.Built-in Block Types: Includes dialog, event-based, trigger-based, and scene objects activation blocks, blocks with further path selection.Custom Block Support: Extend functionality by creating your own block types with flexible logic nodes.Dependency Handling: Seamlessly link scene objects and block with dependency registration.Rich Examples and Documentation: Includes example blocks, prefabs, and clear setup instructions to get you started.Unity Compatibility: Supports Unity 2021.3.0 and newer versions.How It WorksBlocks are stored as embeded assets in GameFlow asset.The GameFlowRunner component links GameFlow assets to the scene. At runtime, it constructs a logical tree of nodes based on the block assets. This process translates the static data into a dynamic system that tracks block states without altering the original assets.Dependencies (e.g., NPCs, triggers, items) are registered in GameFlowRunner. These dependencies are then linked to the relevant block using Keys, enabling runtime interaction between game objects and quests.Each block is processed as a control node with specific logic defined in block code. Block succeed or fail based on their logic defined in block and dependencies.LimitationsDesign of examples could depend on different assets, as defined in README files