Edit the graph during play and watch values and flow run through it
The graph was only locked by five edit-mode guards in GraphCanvas. The running game reads the graph by reference each frame, so a new node, edge, changed value, disconnect or undo takes effect from the next frame. Stop discards these edits like everything else changed in play. A new On start node does not fire for a behavior that has already started. During play every data output shows the value it last produced, in the highlight colour and refreshed ten times a second. Values are kept per graph, because node ids are only unique within one; with several instances the most recent value wins. The Variables node reads the live variable bag, so only its own outputs are kept, as a snapshot. Each time an exec edge fires, a bead runs along it in 0.3 s, at most one every 0.15 s per edge, following the same curve the edge is drawn with. Beads run on game time and freeze while paused; the game logic is unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -276,7 +276,7 @@ function makeTools({ cdp, projectId, baseUrl, consoleLog, check, shotPrefix }) {
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const storedObjects = () => json('__gm.state.activeScene.objects');
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const asset = (id) => json(`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(id)})`);
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const world = () => json('__gm.world()');
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const entity = async (objectId) => (await world()).entities.find((e) => e.objectId === objectId);
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const entity = async (objectId) => (await world())?.entities.find((e) => e.objectId === objectId);
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const select = (selection) => evaluate(`__gm.state.select(${JSON.stringify(selection)})`);
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/**
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* Runs `body` (JavaScript source) against the page's model and previews the result, the way a
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