State Machines give you sophisticated control over the behavior of objects in your project. It allows you to give a GameObject different interchangeable statuses, such as Standing, Running, Fighting, and Hurt, each of which responds to different events under different circumstances. In this tutorial, you will build a State Machine for the trap door in Clive’s Crypt.
By the end of this tutorial, you’ll be able to:
Distinguish a State Graph from a Script Graph.
Build a new State Graph.
Build Script Graphs for the states in a State Machine.
Navigate among the various scripts in a State Machine.
Given a desired result, devise and configure transitions in a State Graph.
Interpret an existing complex visual script.
Adapt an existing Script Graph for use in a State Machine.