Flow Conecpt
Before start up Flow, I recommend to read Ceres Concept before.
Flow thinks of game logic as an execution chain to let the 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.
The following are the core parts of Flow:
Events
Each execution chain starts from an event which can contain input data.

You can define events in Flow Graph or C# scripts.
Functions
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 method calls to complete your creativity.
Container
We already have events and functions, so how do I apply logic to my GameObject?
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.
You can find more details in Runtime Architecture.
Next Steps
- Start with Quick Startup for a hands-on tutorial
- Learn about Executable Events to understand event-driven execution
- Explore Executable Functions for exposing C# methods
- Check Runtime Architecture for container types and usage