This page will explain the steps to take when creating a new Blox Game Systems (BGS) based project.


.NET 4.x

After creating a new project you need to make sure that the scripting runtime is set to .NET 4.x. There will be errors if this is not set. Go to the player settings menu: Edit > Project Settings > Player and find the Scripting runtime version option. If you had to change this you will need to restart Unity now.


BGS also requires some free 3rd party packages you can get from the Asset Store.

  • TextMesh Pro: A replacement for Unity’s default UI text rendering. You are probably using this already.
  • DoTween: This is not required by BGS but some of the BGS plug-ins might need it.


The easiest way to get started with BGS is to watch some of the tutorial videos. It is a big systems, especially with plug-ins present, with many interacting parts. You may also download sample projects.

Data & Assets

The BGS package and any of its plug-in you install can be found in the Assets/Tools/ folder.

All BGS settings and assets are stored in the Assets/projectData/ folder. It is advised to not rename or move this folder and certainly not anything inside of this folder.

BGS might also add an Assets/Gizmos folder. This is required for some icons to function in Unity. This folder should not be moved/ renamed.

After installing BGS or a BGS plug-in you need to run a data check menu: BGS > Check Game Data. This will make sure that some of the important scenes, assets and prefabs are present and set up in the project.

Your Build Settings should now show a 00-bootstrap scene as the 1st in the list. This scene should always appear 1st in the list and is needed by BGS to auto-load other scenes and global prefabs during startup. Do not edit or move this scene from its location in Assets/projectData/Scenes/.

The Editors

BGs includes a few main editors that you will interact with regularly. You will probably want to open them now and dock in Unity for quick access.

Main Editor

menu: BGS > BGS Main Editor This is where most settings are changed and data defined. This editor has tabs along the top to seperate main sections of the editor. BGS plug-ins will add their own tabs when they need you to configure some data.


menu: BGS > Global FlowGraph This editor allows you to edit FlowGraphs. FlowGraphs are mainly used for creating story flow/ character dialogue or conversation. There are also FLowGraphs for getting and setting data. These are mainly used by the BGS UI updaters.