- Dependencies
- Highlights
- Platform
- Core Concepts
- Quick Start Guide
- Flow Visual Scripting
- ExecutableReflection
- Debugging
- Advanced Features
- Code Generation
- Documentation
- Implementation
- Articles
- License
Add following dependencies to manifest.json
.
"dependencies": {
"com.kurisu.chris": "https://github.com/AkiKurisu/Chris.git",
"com.cysharp.unitask":"https://github.com/Cysharp/UniTask.git?path=src/UniTask/Assets/Plugins/UniTask",
"com.unity.nuget.newtonsoft-json": "3.2.1"
}
- Generic and delegate support
- Graph and C# integration
- Editor debugging
- Easy implementation
- Optimized runtime performance
- IL2CPP compatible
Unity 2022.3 LTS or later.
Understanding the fundamental concepts of Ceres will help you get started quickly.
CeresNode
is the logic and data container that forms the building blocks of your visual scripts.
CeresPort
enables you to get data from other nodes. Ceres uses CeresPort<T>
to get generic data from other nodes and NodePort
to get a NodeReference
which can convert to CeresNode
at runtime.
CeresGraph
contains everything and acts as a virtual machine that executes your visual scripts.
Ceres serializes node, port and graph to additional data structures: CeresNodeData
, CeresPortData
and CeresGraphData
which contain the actual serialized data and metadata.
SharedVariable
is a data container that can be shared between nodes and graphs. Compared with CeresPort
, SharedVariable
can be edited outside of the graph and doesn't contain any connection data since it doesn't need to know where the data comes from.
Nodes can be executed in two ways:
Forward: Graph can execute nodes one by one.
Dependency: Graph should execute node's dependencies before executing the node.
As shown in the figure, to execute Log String
, we need to first get the variable message
. However, since Get message
has no outer connection, it has not been executed before. So the graph needs to consider Get message
as a dependency and execute it before executing Log String
.
Here's a step-by-step example of using Flow to output a "Hello World" message:
Create a new C# script MyFlowObject.cs
and make it inherit from FlowGraphObject
:
using Ceres.Graph.Flow;
using Ceres.Graph.Flow.Annotations;
public class MyFlowObject: FlowGraphObject
{
[ImplementableEvent]
private void Start()
{
}
}
Create a new GameObject in the scene and attach the MyFlowObject
component to it.
Click Open Flow Graph
in the Inspector panel to open the Flow Graph Editor.
Right click the graph and click Create Node/Select Events/Implement Start
.
Click Create Node
and search Log String
, then connect the white port (exec) to the Start
node's output (exec). Fill in "Hello World!" in the In String
field of the Log String
node.
Click the save button in the left upper corner, then play the game. You will see "Hello World!" in the console.
Flow thinks of game logic as an execution chain to let game objects do things in order according to your design. Flow visualizes these executions as nodes so that you can connect them to implement gameplay and functionality.
Each execution chain starts from an event which can contain input data.
You can define events in Flow Graph or C# scripts.
Functions are components that implement game functions. They complete specified functions by calling the engine or your custom API. Through wiring, you can combine these metho 8000 d calls to complete your creativity.
For any FlowGraph instance, there needs to be a specified Container at runtime. It can be your custom MonoBehaviour
(need to implement interface) or inherit from a series of parent classes provided by Ceres.
ExecutableReflection allows you to expose C# methods to Flow graphs, making them available as nodes. There are three main ways to define executable functions:
For instance methods, add ExecutableFunctionAttribute
directly to your method:
using Ceres.Graph.Flow.Annotations;
using UnityEngine;
public class MyComponent : MonoBehaviour
{
[ExecutableFunction]
public void DoSomething(int arg1, float arg2)
{
Debug.Log($"Doing something with {arg1} and {arg2}");
}
[ExecutableFunction]
public string GetPlayerName()
{
return "Player";
}
}
For static methods, create a partial class that inherits from ExecutableFunctionLibrary
and add ExecutableFunctionAttribute
:
using Ceres.Graph.Flow;
using Ceres.Graph.Flow.Annotations;
using Ceres.Annotations;
using UnityEngine;
public partial class GameplayFunctionLibrary : ExecutableFunctionLibrary
{
[ExecutableFunction(IsScriptMethod = true, IsSelfTarget = true)]
[CeresLabel("Get GameObject Name")]
public static string Flow_GetGameObjectName(GameObject gameObject)
{
return gameObject.name;
}
[ExecutableFunction(ExecuteInDependency = true)]
public static float Flow_CalculateDistance(Vector3 pointA, Vector3 pointB)
{
return Vector3.Distance(pointA, pointB);
}
[ExecutableFunction]
public static Component Flow_FindComponent(
GameObject target,
[ResolveReturn] SerializedType<Component> componentType)
{
return target.GetComponent(componentType);
}
}
Important: You must add the
partial
modifier to let the source generator work. The source generator registers static function pointers to enhance runtime performance instead of using MethodInfo.
Flow automatically includes assemblies matched by Always Included Assembly Wildcards
in Project Settings/Ceres/Flow Settings
. Methods in these assemblies can be invoked without adding attributes:
public class UtilityClass
{
public void AutomaticallyIncludedMethod(string message)
{
Debug.Log($"Auto-included: {message}");
}
}
-
Unique Method Names: Methods with the same name and parameter count in the same class hierarchy can only have one
ExecutableFunctionAttribute
. -
Method Overloads: For methods with the same name but different parameters, use
CeresLabelAttribute
to distinguish them:
[ExecutableFunction, CeresLabel("Log Message")]
public static void Flow_Log(string message)
{
Debug.Log(message);
}
[ExecutableFunction, CeresLabel("Log Message with Color")]
public static void Flow_Log(string message, Color color)
{
Debug.Log($"<color=#{ColorUtility.ToHtmlStringRGB(color)}>{message}</color>");
}
-
Parameter Limits: Keep input parameters ≤ 6 for optimal editor performance. Methods with more parameters use Uber nodes with greater runtime overhead.
-
Generic Methods: Generic methods are not supported with
ExecutableFunctionAttribute
. Use Generic Nodes instead.
Ceres provides powerful debugging capabilities to help you troubleshoot your visual scripts.
To enable and disable debug mode, click the debug
button in the upper right corner. Then, you can click Next Frame
to execute the graph node by node.
You can right click any node and select Add Breakpoint
, then click Next Breakpoint
in the toolbar to execute the graph breakpoint by breakpoint.
FlowGraphTracker
is a class that can be used to track the execution of the graph for advanced debugging scenarios.
For reference type objects, such as MonoBehaviour
and Component
, ports can be converted based on the inheritance hierarchy automatically. For value types, you need to register conversions manually.
Generic nodes define type restrictions through template classes, allowing argument types to be obtained in the editor and generic node instances to be constructed at runtime.
You can define both local functions within your flow graph and shared functions across multiple graph containers using FlowGraphFunctionAsset
.
For nodes that need resizable port arrays, you can implement IPortArrayNode
to define dynamic port collections.
Ceres uses multiple code generation techniques to enhance runtime performance:
Analyzes partial classes annotated with GenerateFlowAttribute
and generates their implementation automatically, reducing code duplication.
Uses ILPP to emit IL for initialization logic of CeresNode
and methods annotated with ImplementableEventAttribute
to enhance runtime performance.
For more detailed information, you can also visit:
- Online Tutorial
- API Reference
- Ceres Wiki generated by DeepWiki
Powerful visual scripting solution inspired from Unreal's Blueprint.
Included in this repository.
See Startup Flow
Implement a Data-Driven and Per-Actor hotupdate solution.
See Chris.Gameplay for more details.
AI powered dialogue visual designer for Unity.
See Next-Gen-Dialogue.
Technique articles related to Ceres.
MIT