The Modular Event Flow System is a combination of two basic components for building large cause-effect systems within the Unity Editor. To get started, all you do is attach two types of MonoBehaviours to a GameObject: an EventTrigger for a condition and EventActions for the effects. Link EventTriggers to build a chain of events, and combine EventActions to create complex responses to player behavior. The system supports EventTriggers that can repeat, EventActions with custom end-times, and even EventActions that you may want to interrupt during their execution. Its modular design makes it easy to use in the Editor and expand with only a bit of code. Want to create custom EventTriggers? Just extend the base class and call one method! What about new EventActions? Just override one method!