API

Step 8 - Save And Publish

Goal

Turn the finished graph into something a scene can run by saving it to a snippet and loading it at runtime.

Save To The Snippet Server

In the editor, save to the snippet server. You get an ID back; the final tutorial graph is #HUA46E. To preview it against the level, load scene P41T6E#2 in the editor's preview panel.

The complete Babylon Bros graph in the editor, ready to save to the snippet server

Load It From A Scene

In your scene code, parse the coordinator from the snippet and start it:

import { ParseFlowGraphCoordinatorFromSnippetAsync } from "@babylonjs/core/FlowGraph/flowGraphParser";
const coordinator = await ParseFlowGraphCoordinatorFromSnippetAsync("HUA46E", { scene });
coordinator.start();

Because the scene does nothing on its own, this single graph is what brings it to life - movement, jumping, coins, springs, enemies, and the win condition all come from the flow graph.

See It Together

The full demo is the complete scene plus the graph:

Babylon Bros - Finished

Where To Go Next

  • Reopen any step in the editor and experiment: change jump force, coin scoring, or enemy behavior.
  • Save your edits to the snippet server, then reload them to compare against #HUA46E.
  • Revisit the block families for capabilities this tutorial did not use.

Further reading

Step 7 - Win Condition
Finish Babylon Bros by reaching the flag - raise it, play victory music, and lock the game as done using a custom event in the Flow Graph Editor.
Step 7 - Win Condition
Example - Babylon Bros Platformer
A complete, physics-driven flow graph demo that powers a Mario-style platformer in Babylon.js, ready to open and edit in the Flow Graph Editor.
Example - Babylon Bros Platformer