Skip to content

Latest commit

 

History

History
25 lines (18 loc) · 1.57 KB

File metadata and controls

25 lines (18 loc) · 1.57 KB

StateMachine module

State machine runtime (IState, transitions), no-code ScriptableObject config, and visual editor. Scripts in Scripts/StateMachine/. Use this page as the English module entry.

Current Architecture

  • StateMachine<TState> is the C# runtime core. Use it directly when you do not need a scene component.
  • StateMachineBehaviour<TState> and StateMachineBehaviourBase are scene wrappers: ticking, context slots, UnityEvents, reload, and enable/disable lifecycle.
  • StateMachineData / StateData assets must not store scene object references. Put scene objects on the component context overrides and reference them from SO data by slot.
  • Use SetContextGameObjectActiveAction for scene-object actions. SetGameObjectActiveAction is legacy compatibility for old assets with direct scene references.
  • Runtime logs are gated by Enable Debug Log on the component.
  • On disable, the component exits the current state; on re-enable it can reload StateMachineData.

Russian docs

Page Description
StateMachine README Module overview and when to use code-first vs no-code
StateMachine Core runtime API
StateMachineBehaviour, StateMachineBehaviourBase MonoBehaviour integration
NoCode_StateMachine_Usage No-code workflow

See also