What is the main difference between FlowReactor and similar visual scripting tools?

FlowReactor is not a “traditional” visual scripting tool like Bolt or similar visual scripting editors. FlowReactor takes a more simplified, high level approach where nodes only have one input but can have multiple outputs. Variable connections are done through the node inspector. This simplifies the workflow and your graphs are not cluttered with additional variable nodes. With the built-in and your custom nodes you need fewer nodes than in traditional visual scripting tools.

I'm not a programmer can I use FlowReactor?

Yes, but it is probably not your best bet. FlowReactor is not cluttered with thousands of nodes, instead it comes with over 130 handcrafted nodes. While you can create games with those (see the lab demo) It’s real strength shows up when using your own custom nodes which are tailored to your game.

Can I create my own nodes?

Yes! Thanks to the node wizard creating new nodes is as simple as creating a new C# file. In fact it is highly recommended to create your own nodes. Creating your own nodes/modules which can do very specific tasks tailored to your game is a great way to create logic flows, state machines and sequences.

Can I create state machines?

Yes, with sub-graphs. Sub graphs are graphs inside of a single node. Sub graph nodes can have unlimited enter and exit nodes. When creating an exit node the sub-graph node gets a new output. The actual exit condition / transition happens inside of the sub-graph. Flowreactor supports unlimited nested sub-graph (sub-graphs in sub-graphs in sub-graphs…)
read more about sub-graphs here:

What can I do with FlowReactor?

FlowReactor is very versatile. You can create logic sequences (Do this -> Wait -> Do something else) , state machines, ai behaviours, dialog trees, ui flows, tutorials, game mechanics…

Is the source code included?


Do you have a demo version?


Do you have more questions?
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