game_flow

The game's lifecycle for this scene: autosave timer, a checkpoint at the scene's start, autosaves at checkpoints, what Retry does on game over, the game's save-state version and lives. Title, pause, game over, win and save/load menus come from the game UI (add_ui_screen with lifecycle). Scripts: game.flow, game.saves.

In scene text

game_flow { autosave_seconds 1  checkpoint_on_arrival true  autosave_at_checkpoints true }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 8

FieldTypeUnit / rangeWhat it does
autosave_secondsnumbers, 0 … 3600Seconds between autosaves while playing (0: only at checkpoints and scene changes).
checkpoint_on_arrivaltrue / false—A checkpoint at the scene's start, with the game's state as it arrived.
autosave_at_checkpointstrue / false—Write the autosave slot when a checkpoint is reached.
retrytext—Game over's Retry: "checkpoint" (the last reached) or "scene" (its start).
save_versionnumber0 … 10000The game's own save-state version (0: UI/save_schema.json or scripts decide). Older saves upgrade through the declared migrations.
livesnumber0 … 999Retries before only Load and Main menu remain (0: unlimited).
fall_outtext—Falling out of the world (nothing at all below): "back" onto the last ground stood on, "fail" loses the game, "off" keeps falling.
fall_depthnumberm, 1 … 100000How far below the last ground stood on, with nothing under the player, a fall counts as out of the world.
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