Flow Nodes
Every node the Flow editor offers, grouped exactly as the palette groups
them. Each node's one-line description is the same text the editor shows in its info pane
(and the palette's tooltip) when you select the node, so the two cannot disagree. Nodes with
their own page link to it.
Node
What it does
Slider
An interactive slider that outputs a number - the quickest way to hand-tune any numeric input live.
Color Picker
Outputs a color chosen with a swatch - the color source for anything that paints.
Switcher
A radio-button list that outputs the index of the selected item - a hand-operated multi-way switch.
Number
A constant numeric value - the simplest source node.
Vector3
An x/y/z triple - used as a direction, an offset, or most often a fixed point in the world.
Toggle
A checkbox that outputs true or false - a hand-operated on/off switch.
Random
A random number in a range - deterministic, so every peer sees the same "random" value.
Time
The synced clock as a value - the heartbeat behind almost every animation recipe.
Scene
Node
What it does
Object Selector
Binds the graph to a scene object - the sink every effect must reach, and an object reference for sensor nodes.
Velocity
Outputs how fast the connected object is moving right now, in metres per second.
Measure
Reads a number off an object: how tall it is, where its top is, how fast it is going.
Spawn
Makes copies of an object while the simulation runs - crates off a conveyor, targets, debris, ammo, waves of anything.
Object Flow
Node
What it does
Flow Input
Declares a public input socket for an object flow - the way the Scene flow feeds a value into an object's own graph.
Flow Output
Declares a public output socket for an object flow - the way an object publishes a value back to the Scene flow.
Object Flow
Embeds an object's own graph into the Scene flow as a single card - the way to compose object flows into a bigger machine without opening each one.
Game
Node
What it does
Set Game State
Switches the shared game state (menu, playing, paused, over) when a pulse arrives - every peer follows the same state.
On Game State
Fires a pulse when the shared game state becomes the one you pick - the hook for "when the round starts".
Set Active Camera
Makes a camera object the active view for every player when a pulse arrives.
Set Look
Points the player's view at a target when a pulse arrives - a cutscene glance or a spawn orientation.
Game Start
Fires once when the game starts (Play, or a round reset) - the place to spawn, reset counters and arm timers.
Travel to scene
Loads another saved scene by name when a pulse arrives - a door to the next level, replicated to everyone.
All Players
Iterates the connected players so a per-player value can be read, or a HUD row shown, for each of them.
Set Variable
Stores a named value in the replicated scene variables when a pulse arrives - shared state without an object.
Get Variable
Reads a named scene variable as a value - the read side of Set Variable, live on every peer.
Game Time
Seconds since the game (or the round) started, the same on every peer - a clock that pauses with the game.
Player Variable
A value kept PER PLAYER (score, lives, team) - each peer reads its own row, or a named player's.
Character
Node
What it does
Character Controller
Turns the connected object into a walking, jumping character driven by the player's movement input.
Move Input
The player's movement input as numbers - stick or WASD axes and the jump button - for driving things by hand.
Possess Object
Puts the player in control of the connected object when a pulse arrives - a vehicle, a turret, a ball.
Camera Follow
Makes the camera follow the connected object at a set distance and height - a third-person or chase view.
Move Speed
Overrides the character's walking speed while a value is wired - sprint, mud, slow motion.
HUD
Node
What it does
HUD Screen
Shows or hides a whole HUD screen (a named layer of elements) while its condition holds.
HUD Bar
Drives a HUD bar element's fill from a number - health, fuel, progress.
HUD Button
Fires a pulse when a HUD button is pressed - the on-screen counterpart of On Click.
HUD List
Fills a HUD list element with the items a value provides - an inventory, objectives, players.
HUD Rows
Appends or replaces rows in a HUD rows element from a pulse - a log, a chat, a scoreboard feed.
HUD Input
Reads what the player typed into a HUD input element as a value.
HUD Set Input
Writes a value into a HUD input element when a pulse arrives - to prefill, clear or correct it.
Logic
Node
What it does
Math
Combines two numbers with an arithmetic operation.
Compare
Compares two numbers and outputs true or false.
Gate
Boolean logic on two inputs - AND, OR, NOT, XOR.
Map Range
Remaps a number from one range to another - the glue between free-range sources and bounded parameters.
Select
Chooses between two values: outputs a when the index is low, b when it's high.
Latch
Holds a boolean until told otherwise - set, reset and toggle pulses make it a memory bit.
Delay
Passes a pulse on after a set number of seconds - the timing of a fuse, or a door that closes later.
Sequence
Fires its outputs one after another, one per pulse, then wraps around - a step-by-step trigger.
Once
Lets exactly one pulse through until it is re-armed - a checkpoint, a pickup, a first-time event.
Counter
Counts trigger pulses and outputs the running total.
Loop
Sweeps a number from one value to another over time, repeating - a ready-made animation ramp.
Timer
A delay line: outputs its input as it was a set number of seconds ago.
Distance
Measures the live distance between two things in the scene.
Proximity
True while two things are within a radius of each other - a distance sensor with the threshold built in.
Look At
Keeps the connected object facing a target - another object or a fixed point - every frame.
Set Color
Paints the connected object's material with a color, re-applied every frame.
Visibility
Shows or hides the connected object based on a boolean.
Set Shader Uniform
Writes one number inside an object's shader graph, so a trigger, a
Triggers
Node
What it does
On Click
Fires a short pulse when its object is clicked - the bridge from user input into the graph.
Key Press
Fires a pulse while a keyboard key is pressed - the bridge from your keyboard into the graph.
On Impact
Fires a pulse when a physics simulation lands the connected object on the ground or another object.
On Enter
Fires a pulse when something enters a trigger volume - the checkpoint, doorway and pressure-plate node.
On Exit
Fires a pulse when something leaves a trigger volume - the other half of On Enter.
On Rest
Fires a pulse when a physics body has finished moving - the counterpart to On Impact, which fires when it starts.
On Hit
Fires a pulse when a hand or a player knocks the connected object, with how hard and whether it was you.
Gamepad Button
Fires a pulse (or holds a level) while a gamepad button is pressed - the pad's counterpart of Key Press.
Gamepad Axis
A gamepad stick or trigger axis as a number between -1 and 1, with a dead zone.
Animation
Node
What it does
Shake
Jitters the connected object around its resting position - rumble, nervousness, impact feedback.
Spin
Rotates the connected object continuously around one axis.
Bounce
Bounces the connected object up and down off its resting height, like a dribbled ball.
Orbit
Circles the connected object around its resting position on the horizontal plane.
Path patrol
Walks the connected object along a series of waypoints you click into the scene, facing along the path.
Animation Finished
Fires a pulse when the connected object's animation clip reaches its end.
Animation Marker
Fires a pulse when the connected object's animation passes a named marker.
Animation State
Reads the connected object's animation transport as a number - playing, position or progress.
Play Animation
Starts, stops or restarts an animation clip on the connected object when a pulse arrives.
Physics
Node
What it does
Mass
Gives the connected object weight for the physics simulation - objects with a Mass fall and collide.
Bounciness
Sets how much the connected object rebounds in the physics simulation (restitution).
Friction
Sets how much the connected object grips surfaces in the physics simulation.
Angular Velocity
Gives the connected object a constant spin under physics - a rolling barrel, a spinning hazard, a rotating platform other objects can stand on.
Collider
Overrides the collision shape the physics simulation uses for the connected object - the flow equivalent of the Inspector's Physics > Collider pick, and it wins over it.
Motor
Drives every hinge joint attached to the connected object - the flow way to make wheels turn, turntables spin and doors swing under power.
Impulse
Pushes or spins a physics body when an event fires - a jump, a kick, a cannon, a nudge.
Set Velocity
Sets a physics body's speed outright - to launch it at an exact velocity, to hold it at a constant one, or to stop it dead.
Joint
Attaches two objects to each other when an event fires - a hinge, or a rigid weld.
Effects
Node
What it does
Pulse
Throbs the connected object's scale in and out around its resting size.
Blink
Flashes the connected object on and off at a steady rate.
Sound
Plays an Explorer audio clip on the connected object when a pulse arrives - spatial, replicated, by content hash.
Particles
Emits a particle effect from the connected object - a preset burst, a stream, a trail.
Music
Node
What it does
Device Param
Writes a number into one parameter of the connected audio device every frame - an LFO on a cutoff, a fader on a level.
Device Level
The live output level of the connected audio device (or a wired one) as a number - a meter you can drive anything with.
Transport
The shared music transport as a number - beat, bar, phase, bpm or playing - identical on every peer.
Note Trigger
Plays a note on the connected audio device when a pulse arrives - a drum pad, a sampler pad, a synth key.