Try it, a dry run in the editor
Run the blocks on the canvas against a pretend client, one event at a time, and watch each block light up.
Try it runs the flow on the canvas, unsaved edits included, against a pretend client in your browser. Nothing is sent to a server or to a client, nothing is charged, and no trigger has to be a when run manually or by webhook hat. It is there to check that the blocks do what you expect, in the order you expect.
Try it is part of the editor in a desktop browser, on a wide enough screen. For a real run, press Run on server next to it: it runs one trigger on a client with the event values you typed in the Try it panel. On a phone, and in the app, Run on server and the ⋯ menu's Run now on clients are there too.
Opening it
- Press Try it in the editor's footer. A panel opens beside the canvas with one event for every trigger that is switched on, in the order they sit on the canvas (top to bottom).
- Or right-click a trigger and choose Try this trigger. The panel opens with that trigger's event only.
If the canvas has a problem that a save would refuse, the panel lists it, marks the block, and does not start.
Events
The Events list is what happens to the pretend client, in order. Every trigger that matches an event fires, exactly as on a real client: one chat line can start two triggers, and a line that matches nothing starts none (the log says which trigger refused it, and why).
- Add offers only events that some trigger on the canvas listens to.
- Events with data ask for it: who sent a chat line and what it says, the new health or food value, a player's name, the text of an action bar or a title.
- Drag an event, or use its arrows, to change the order. One event per trigger puts the starting list back.
The next event is delivered once everything the previous one started has finished or is waiting in a wait block. A trigger that is still running when its next event arrives skips that event, as it would on a client.
Play, Step and speed
Play runs the events, Pause holds them, Step moves one block at a time, Stop ends the run. The block that is running is highlighted on the canvas; when two triggers run at once, each has its own highlight. A wait shows a countdown on its block: 1x waits in real time, 4x four times faster, and Instant skips it.
Changing the canvas during a run stops it with Flow changed, run stopped.
Questions
A pretend client has no world around it, so whenever a block needs to know something about the game, the run pauses and asks you:
- an if or repeat while test, such as health below 10: Yes or No;
- wait until: Happened or Timed out;
- wait for chat: type the line that arrives, or choose Timed out.
Remember for this run (on by default) gives the same answer the next time the same test is asked at the same block. While a question is open, nothing else in the run moves.
Blocks that act in the game, such as chat, movement or digging, always succeed and show in
the log as would chat .... Saved variables are not loaded into a dry run: a block that uses
one shows its name instead, for example ‹password›.
Log, variables and summary
Each line of the log, under What happened, is one block, worded like the client console, with the trigger that ran it in front. Click a line to select its block on the canvas. Variables shows the values as they change, and the summary at the end counts the events delivered, the triggers fired, the steps run, the questions asked and what was skipped.