Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Flexy.GameFlow Lite
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
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.
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 Service. GameFlowStates 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.
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.