What problem does it solve?
This skill provides a modular, object-oriented finite state machine architecture for Unity to manage complex AI behavior and state transitions with reusable states and clean wiring.
Core Features & Use Cases
- Object-Oriented: Each state is implemented as its own class.
- Hybrid States: Support for both full classes and lightweight ActionState-based states.
- Strategy-Based Transitions: Transitions driven by predicates and detection strategies.
- Timer Utilities: Includes CountdownTimer and StopwatchTimer for cooldowns and timing.
- Practical Scenarios: Ideal for enemy AI, player controllers, and any system requiring structured state management.
Quick Start
Create a StateMachine, define your states (inherit from BaseState or use ActionState), wire transitions with predicates, and call Update in your game loop.