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Publisher

Flexy.Tools

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Overview

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Overview


Flexy.GameFlow is a runtime architecture framework for Unity that replaces fragmented, ad-hoc game flow logic with explicit hierarchical states

Instead of spreading flow logic across scenes, managers, FSMs, coroutines, and callbacks, your game becomes a structured State graph with clear ownership and lifecycle

  • Global stages like Boot → Menu/Meta → Play/Core are first-class runtime states
  • UI screens are states
  • Gameplay phases are states
  • Cutscenes, popups, boss fights, results, and overlays are states

Scenes are used where they make sense and are controlled by states when needed


Transitions are deterministic and awaitable


Any state can be launched and tested in isolation


Flexy.GameFlow has been used and refined in real production projects since 2014



When Game Starts Working Against You


As projects grow, game flow logic becomes fragile and hard to reason about

  • Adding a new menu or gameplay step introduces hidden coupling
  • Flow logic becomes scattered across scenes, managers, and MonoBehaviours
  • Async transitions turn into complex coroutine or callback chains
  • Dependencies spread across unrelated systems, even when using DI
  • Testing a single screen or gameplay phase requires running the entire game

Flexy.GameFlow addresses these problems by design

  • One hierarchical state model for boot, menus, and gameplay
  • Any state can be launched and tested directly
  • Enter Play Mode from any scene with the correct state hierarchy on frame 0
  • Scene loading and unloading driven by states
  • Awaitable states with explicit input and output
  • Deterministic transitions with guaranteed execution order
  • Clean lifecycle ownership and automatic cleanup
  • Scales naturally from prototype to production

What Flexy.GameFlow Is


Flexy.GameFlow is a production-grade runtime framework that structures the entire game as explicit hierarchical states

It orchestrates:

  • Global game stages (Boot → Menu/Meta → Play/Core
  • UI navigation as states (Main Menu, Settings, Shop, Rewards, Arsenal)
  • Gameplay states (Play, Pause, Win, Lose, Results, Cutscenes, Dialogs)
  • Nested substates (Boss fights, result tabs, phase controllers)

Scenes, transitions, data flow, and runtime context are controlled through the state hierarchy


This keeps every part of the game isolated, testable, and deterministic




Key Benefits

  • One unified system for game flow, scenes, and UI
  • Explicit hierarchical state architecture
  • Scene-independent navigation
  • Deterministic async transitions
  • Launch any state directly for testing
  • Scoped service lifecycle per GameStage
  • Safe from prototype to long-term production
  • Removes the need for custom flow managers

How It Works

  • Create a State MonoBehaviour describing behavior
  • Create a prefab representing that state
  • State is automatically added to the FlowGraph
  • Open states through ServiceGameFlow
  • States load scenes, manage transitions, and return results

Game flow becomes navigation between states rather than hardwired scene switching



Key Features

  • Hierarchical GameStages (Boot, Menu, Gameplay)
  • FlowGraph & FlowNodes for logical navigation
  • State-driven scene loading (Single & Additive)
  • Back/Forward navigation with history
  • Awaitable states with explicit results
  • GameContext scoped per GameStage
  • Play Mode entry from any scene
  • TestScenes and TestCases for isolation
  • CrossSceneRef system
  • TransitionHost for safe visual transitions

Is This for You?


Flexy.GameFlow is a good fit if you:

  • Build games with multiple menus and gameplay phases
  • Struggle with fragmented or ad-hoc game flow logic
  • Want deterministic async transitions
  • Need fast iteration and isolated testing
  • Work solo or in a team
  • Plan long-term production

Flexy.GameFlow is not a good fit if you:

  • Build very small single-scene games
  • Prefer fully hardcoded scene logic
  • Expect a visual no-code flow editor

Flexy.GameFlow is an architectural foundation and is intended to be adopted early



Why Not FSMs or Scene Managers?

  • Classic FSMs do not scale to full game hierarchies with async transitions
  • Scene managers couple logic to scenes and make testing difficult

Flexy.GameFlow treats game states as first-class, with hierarchy, isolation, and deterministic transitions


It uses standard Unity concepts with minimal additional abstractions, so it feels like vanilla Unity — just much more powerful


It provides a higher-level orchestration layer that defines how game states relate, transition, and execute safely



Showcase Projects


Learn through real, buildable template projects

These demonstrate full game flow, scene control, UI states, and testing workflows


Additional GameFlow Pro Capabilities

  • Customizable transition logic for unique and rich state transitions
  • Extended control over Play Mode initialization
  • State locking
  • Additional virtual Open/Close and Forward/Back lifecycle methods
  • Support for substate layers (e.g. popup layer)
  • Deterministic await points for logical and visual state changes
  • Asynchronous preload of state views
  • Restart, Respawn, Reboot abilities
  • And more...
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