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An intuitive Unity3d finite state machine (FSM). Designed with an emphasis on usability, without sacrificing utility.

Results 13 Unity3d-Finite-State-Machine issues
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Great tool so thank you. But I just wanted to shoot out a small issue with the naming convention and the samples, `Item.cs` in `MonsterLove\Samples\Scripts\Item.cs` shouldn't be an Item class...

How to know the old state when _Enter(), like Play_Enter(State oldState)

Hi, I'm using this simple example like you described in Readme: ``` c# using MonsterLove.StateMachine; using UnityEngine; public class FSMTest : MonoBehaviour { public enum States { Init } StateMachine...

Would it be possible to have a separate script for each state? As it stands right now, the single FSM script can grow very long.

Hi! First of all, it's a great package - simple to use and clear. However my workflow would benefit much with nested states. How would you implement it using this...

Upgrading the FSM to allow inheritance and expansion of the states, this partially breaks backwards compatibility (It can be still used as it is with the static API). It retains...

Unity 2020.3.11f Windows standalone player Mono scripting backend, .NET Standard 2.0 Managed Stripping Level Medium (default) fieldInfo.SetValue in StateMachine.cs CreateDriver Ln 214 throws NRE as runtime (object obj = constructorInfo.Invoke(...)...

I am experiencing a strange issue, it seems that the state machine does not wait for the `Enter` Coroutine to finish its execution before executing the `Update` function ```c# IEnumerator...

For some reason, this code will load the level instantly on _Enter, instead of waiting until the MainMenu_Enter. private AsyncOperation load = new AsyncOperation(); void Intro_Enter() { // Preload Level...

Thank you for creating the plugin. It works well. I find the state name cannot contain underscores, otherwise the corresponding state-based function not get called, such as void MY_STATE_IDLE_FixedUpdate(). So...