Flow Of Action OFFICIAL SALE

Documentation | Support


Flow Of Action is a lightweight, memory-efficient action sequencing system

for Unity. Build complex sequences of animations, audio, transforms, UI

effects, physics events, and more — all from the Inspector, without writing

a single line of code.


WHY FLOW OF ACTION?

Unlike heavy visual scripting tools, Flow Of Action is designed to be fast,

clean, and inspector-native. Each action uses [SerializeReference]

polymorphic serialization — reducing per-action memory from ~440 bytes

(MonoBehaviour) down to ~60–100 bytes.


58+ BUILT-IN ACTIONS

Audio · Animation · Transform · UI · Renderer · Flow Control · Physics ·

Physics2D · Particles · Camera · Lighting · Scene · Time · Variables ·

Juice · Debug


TRIGGER SYSTEM — NO CODE REQUIRED

7 built-in trigger components start your sequences automatically:

  • OnCollisionTrigger — physics collisions
  • OnTriggerZone — enter/exit/stay zones
  • OnInputTrigger — keyboard input
  • OnMouseTrigger — mouse click/hover
  • OnTimerTrigger — delayed or repeating
  • OnVariableTrigger — react to variable changes
  • OnEnableTrigger — on GameObject enable/disable

JUICE & GAME FEEL

Punch Position, Punch Rotation, Punch Scale, and enhanced Screen Shake

with Perlin noise, exponential damping, per-axis control, and continuous

mode — all without DOTween or any third-party dependency.


VARIABLE SYSTEM

Store and compare Bool, Int, Float, String, Object, Vector2, Vector3, and

Color variables. React to changes with OnVariableTrigger or drive branching

logic with CompareVariable action.


CONDITIONAL BRANCHING

BranchAction and CompareVariable let you build dynamic sequences that

respond to game state — health checks, flag comparisons, method predicates.


EXTENSIBLE

Create custom actions in seconds using the built-in Action Creator tool.

A coroutine-based lifecycle (Initialize → DoAction → Stop) makes custom

actions easy to write and maintain.