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Finite State Machine for Unity Engine

Tired of highly-dependant codes, or you're having a hard time implementing new mechanics ? You've gone into the right place, this is a very simple state machine i've made so i can easily handle entities states, you can use it for: character, enemies, and literally anything that can make use of the Finite-State-Machine design pattern, it's made primarily for 2D, but it's been proved to work nicely with 3D too.

How to install

Package Manager (recommended)

  • 1 - Open the package manager (Window > Package Manager)
  • 2 - Click on the plus icon and "Add package from git URL..."
  • 3 - Enter https://github.com/GabrielBigardi/State-Machine.git and click "Add"
  • 4 - Wait until the package manager finishes installing the package and recompiling

Lazy way

  • 1 - Download this repository as ZIP or by cloning it.
  • 2 - Drag it into your "Assets" folder.

Why to use

Decoupled code

  • Your code gets decoupled and easier to handle.

Better maintainable code

  • When your code grows, things tends to get pretty messy and hard to maintain, FSM fix this.

Easily Extensible and more control

  • You can easily extend this FSM, for example: adding super/base-states, etc...
  • You have full control of how your entities is handled.

Where can i find further documentation about (codes and other things)?

That's as easy as clicking here.

How do i contribute to this project?

Click here.

Contact

Discord: Gabriel Bigardi#2292
Twitter: @BigardiGabriel
Email: gabrielbigardi@hotmail.com

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An extremely basic but powerful State-Machine for Unity.

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