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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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There only have `stateMachineList.Add(fsm)`, but don't have `stateMachineList.Remove(fsm)` when component has be destroyed.

Hi! So let's say I have a default state machine: ```csharp protected StateMachine fsm; ``` and in `Update() ` I call `fsm.Driver.Update.Invoke();` ```csharp void Update() { fsm.Driver.Update.Invoke(); } ``` It...

Just a minor issue I noticed while following the README: ![image](https://user-images.githubusercontent.com/24884946/216799462-398e00a6-15b8-425d-a7a1-879496f7ddec.png)