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Trace Event Connections in FlowGraph

TinyGiants
Unity Games & Tools Developer

A player-death event can start sound and particles immediately, then begin an ordered respawn sequence. In FlowGraph, follow the connections from the source to see which events branch and which events wait for earlier steps.

Open FlowGraph​

In Game Event Editor, click Flow Graph and select the graph asset in the toolbar. Each node represents a Game Event. Follow the outgoing connections to see which events the source raises and which settings control dispatch.

Flow Graph Editor Overview

The graph shows the relationships between events. Sound, UI and gameplay still run in the listeners bound to those events. To inspect a response, open its target event in Game Event Editor and check Event Action.

Follow Trigger branches and Chain steps​

Orange Trigger connections fan out from a source. Configure each target's condition, delay and priority. The sound and particle responses can start from the same player-death event and proceed independently.

Flow Graph Trigger

Green Chain connections order dependent steps. A fade step can dispatch first and use a configured Duration before the next step starts. When a later step needs the actual result of an asynchronous scene load, raise a completion event from the load callback and start that part of the sequence there.

Flow Graph Chain

Move around the canvas​

Drag with the middle mouse button to pan and scroll to zoom. Use the toolbar to switch graphs, toggle Snap and Align, or check the graph's Active state.

Flow Graph Toolbar

Build and group a player-death flow​

  1. Right-click an empty part of the canvas, choose Add Trigger Node or Add Chain Node, and select the event in Event Selector
  2. Set the source as a root, then drag from its output to the first target's input. Connect subsequent Chain steps in order
  3. Double-click a target node to configure its conditions, argument handling and timing

Flow Graph Editor Example

Once the branches are connected, select two or more related nodes and choose Create Group from the context menu. Label the group by its role, such as Respawn. Moving the group keeps its nodes together on the canvas while the existing connections continue to define the flow.

Flow Graph Groups

Verify the flow in Play Mode​

Raise the source event and open Game Event Monitor. Find the source and targets in Recent to confirm when each fired. If a target is missing, trace the expected connection in Automation, then inspect that node's condition and timing. If the target fired and its effect is missing, check its listener or receiver and its action conditions.

Open the FlowGraph guide