# Terminology

## Purpose

Define the canonical terms used across Flow Core documentation, editor UI references, runtime guides, and gameplay-module pages.

Use this page as the source of truth when wording conflicts with shorter beginner explanations.

## Core graph terms

| Term            | Meaning                                                                                  | Use for                                                      | Avoid using for                                                                                |
| --------------- | ---------------------------------------------------------------------------------------- | ------------------------------------------------------------ | ---------------------------------------------------------------------------------------------- |
| Flow Graph      | The asset that stores graph nodes, ports, connections, and authored behavior.            | The authored behavior asset.                                 | The scene component that runs it.                                                              |
| FlowCoreProcess | The scene component that owns a graph runtime, bound Blackboards, and runtime execution. | Runtime entry point on a GameObject.                         | The graph asset itself.                                                                        |
| Node            | A graph unit with flow ports, parameters, behavior, and optional Guard logic.            | Visible graph behavior.                                      | Instructions or Conditions inside an Action unless specifically discussing generated catalogs. |
| Input Port      | A port that receives flow into a node.                                                   | Flow entry into a node.                                      | Data inputs.                                                                                   |
| Output Port     | A port that emits flow from a node.                                                      | Flow continuation from a node.                               | Data outputs.                                                                                  |
| Entry           | A named graph entry point, usually represented by an Enter node.                         | Explicit calls from code or other graph paths.               | Event-driven starts.                                                                           |
| Trigger         | An event-based graph start point.                                                        | Unity lifecycle, input, UI, Blackboard, or event-bus starts. | Named Entry calls.                                                                             |
| Chain           | A running execution path started by an Entry or Trigger.                                 | Runtime execution.                                           | Static graph topology.                                                                         |
| Branch          | A route from one node output to another node.                                            | Graph structure and output routing.                          | A running chain.                                                                               |
| Subgraph        | A graph executed from another graph.                                                     | Nested graph execution and activation windows.               | A normal branch inside the same graph.                                                         |

## Data terms

| Term           | Meaning                                                                                               | Use for                                                          | Avoid using for                                      |
| -------------- | ----------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------- | ---------------------------------------------------- |
| Blackboard     | Typed key-value storage used by Flow Core values.                                                     | Shared or persistent graph data.                                 | Trigger-specific payload data.                       |
| Blackboard Key | A typed identifier inside a Blackboard.                                                               | Named data lookup.                                               | A raw string path.                                   |
| Scope          | The Blackboard location a value reads from or writes to, such as Local, Scene, or Global.             | Data ownership and sharing decisions.                            | Runtime lifetime by itself.                          |
| FlowValue      | A configured value source such as Literal, Blackboard, payload, TempPayload, or Target.               | Explaining where a field value comes from.                       | The resolved runtime value only.                     |
| payload        | Data supplied by the Entry, Trigger, or event that started a chain.                                   | Event-provided values for the current chain.                     | Blackboard values or chain-local scratch values.     |
| TempPayload    | Writable chain-local scratch data produced during a chain.                                            | Temporary handoff between instructions or target resolver steps. | Cross-chain state, persistence, or saved references. |
| Debug Context  | The selected scene GameObject used by the editor to resolve previews, summaries, and live debug data. | Editor inspection context.                                       | A runtime owner replacement.                         |

## Execution terms

| Term          | Meaning                                                                                                         | Use for                                                        | Avoid using for                                                 |
| ------------- | --------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------- | --------------------------------------------------------------- |
| Guard         | A condition group checked before a node executes.                                                               | Pre-execution pass/fail checks.                                | General data validation.                                        |
| Reject Result | The chain result used when a Guard rejects execution.                                                           | Abort vs Invalid behavior after a failed Guard.                | Busy-node behavior.                                             |
| Invoke Mode   | The behavior used when a node receives execution while it is already busy.                                      | Queue, bypass, abort, invalid, or similar busy-node decisions. | Guard rejection.                                                |
| Instruction   | An executable operation inside an Action-style instruction list.                                                | Work performed inside a node.                                  | Pass/fail checks.                                               |
| Condition     | A pass/fail check used by Guards, If Groups, BTCondition nodes, Wait-style checks, or instruction-level checks. | Boolean decisions and gating.                                  | Work that changes state.                                        |
| Action        | A node that runs an ordered instruction list and then continues the chain.                                      | Grouping work inside a graph step.                             | Any node that performs behavior.                                |
| Signal        | A named runtime event used to wake or gate graph behavior.                                                      | Event-bus, wait, and signal-condition behavior.                | Blackboard change data unless a signal is explicitly published. |

## Module terms

| Term                    | Meaning                                                                                                                  | Use for                                                  | Avoid using for                                  |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------ | -------------------------------------------------------- | ------------------------------------------------ |
| FSM                     | A state-machine pattern for long-lived modes and explicit transitions.                                                   | Mode/state ownership.                                    | Priority decision trees.                         |
| BT                      | Behavior Tree; a priority-oriented decision branch rooted at BTRoot.                                                     | AI-style priority decisions and repeated checks.         | Long timeline orchestration.                     |
| GOAP                    | Goal Oriented Action Planning; a planner model that chooses actions from goals, facts, and costs.                        | Goal-driven planning.                                    | Simple ordered action chains.                    |
| Stack Root              | The node that owns a stack state and top-layer Update loop.                                                              | Layered UI, input, and mode stacks.                      | Per-layer Push/Resume/Update/Pause/Pop branches. |
| Stack Layer             | The node that represents one pushable stack layer and exposes lifecycle outputs.                                         | Per-layer behavior in a Stack Root stack.                | Global stack scheduling.                         |
| Flow Character          | A character runtime component that connects movement, animation State/Gesture, Marker events, and character graph logic. | Flow Core character gameplay authoring.                  | A generic Unity character controller.            |
| State                   | A sustained Flow Character animation identity or behavior asset.                                                         | Locomotion, stance, and long actions.                    | One-shot Gesture actions.                        |
| Gesture                 | A bounded Flow Character animation action, optionally using Entry, main, and exit segments.                              | Attacks, reloads, pickups, emotes, and interact actions. | Persistent locomotion state.                     |
| Marker                  | A normalized-time event route on State/Gesture clips, using limb or custom Id and optional cooldown.                     | Animation-timed graph effects.                           | Raw frame numbers only.                          |
| Speed Curve             | A Clip Track curve that multiplies animation playback speed by normalized time.                                          | Animation timing.                                        | Character Move Speed.                            |
| Clip Motor Overrides    | Clip Track movement/control overrides sampled while that track contributes animation.                                    | Time-varying movement rules inside a clip.               | Whole-State or whole-Gesture fixed rules.        |
| Flow Interaction Owner  | The actor-side component that scans, selects, focuses, and interacts with Flow Interaction Target.                       | Player/NPC interaction source.                           | The object being interacted with.                |
| Flow Interaction Target | The object-side component registered as an interaction candidate.                                                        | Object prompts and target-side events.                   | The actor choosing a target.                     |

## Common conflicts

| Prefer                                     | Avoid                                | Why                                                                 |
| ------------------------------------------ | ------------------------------------ | ------------------------------------------------------------------- |
| "This Trigger starts a chain."             | "This Trigger is an Entry."          | Trigger is event-based; Entry is a named start point.               |
| "This branch routes to Else."              | "This branch is running."            | Branch is topology; Chain is runtime execution.                     |
| "Read payload from the Trigger."           | "Store this in payload."             | payload is supplied by the start event, not a general storage slot. |
| "Write temporary data to TempPayload."     | "Use TempPayload as global state."   | TempPayload is cleared when the chain ends.                         |
| "Store shared data in Blackboard."         | "Use Blackboard as payload."         | Blackboard owns typed keys and scope; payload is event-provided.    |
| "Use a Condition for pass/fail."           | "Use a Condition to do work."        | Conditions answer yes/no; Instructions perform operations.          |
| "Use Stack for last-in, first-out layers." | "Use Stack for every state machine." | FSM owns explicit mode transitions; Stack owns top-layer lifecycle. |

## Consistency rules

* Use "start a chain" when an Entry or Trigger begins runtime execution.
* Use "branch" only for output routes in the graph.
* Use `Entry` only for Enter nodes or named entry points.
* Use `Trigger` for event-driven start points.
* Use `Guard`, `payload`, and `TempPayload` exactly; do not translate them or replace them with looser labels.
* Use `Blackboard` for typed graph data and name the scope when scope affects behavior.
* Use the full names "Flow Interaction Owner" and "Flow Interaction Target" when referring to the components.
* Use Marker for semantic animation-time routing, not as a generic synonym for every animation event.
* Use Speed Curve for playback timing, not movement speed.

## Related

* [Beginner Glossary](/flow-core-docs/documentation/reference/glossary.md)
* [Flow Node Kinds](/flow-core-docs/documentation/reference/flow-node-kinds.md)
* [Invoke and Reject Modes](/flow-core-docs/documentation/reference/invoke-and-reject-modes.md)
* [TempPayload](/flow-core-docs/documentation/runtime-guide/temp-payload.md)
* [Stack Runtime Model](/flow-core-docs/documentation/runtime-guide/stack-runtime.md)
* [Debug Context](/flow-core-docs/documentation/editor-guide/debug-context.md)
* [Work with Blackboard Data](/flow-core-docs/documentation/how-to-guides/work-with-blackboard-data.md)
* [Flow Character](/flow-core-docs/documentation/gameplay-modules/flow-character.md)
* [Flow Interaction](/flow-core-docs/documentation/gameplay-modules/flow-interaction.md)


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