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Finite-State Machine (FSM) in Unity

Автор: Infallible Code

Загружено: 2019-12-15

Просмотров: 67180

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In this video, I'm going to teach you how to implement Finite-State Machines (FSM) in Unity.

#Unity3d #UnityTutorial #GameDevelopment

In Unity, MonoBehaviours (or components) are classes that dictate how your GameObjects should behave. For example, a ball should roll, a door should open and close, and a potion should heal the player. But some components, like those that represent systems, need to change their behavior in response to changes to their internal state. This represents a challenge that can be solved using Finite-State Machines (FSM).

State Machines are an implementation of the State Pattern, which is a behavioral design pattern that enables an object to control its internal behavior at runtime. In this video, I'll walk you through how to implement your very own State Machine in Unity using an example that was provided by @Brackeys . We'll take a look at the problems the pattern solves and what it looks like in practice.

After the video, be sure to look into some of the other use cases of State Machines in Unity, like Enemy AI, NPC Behaviours, and Combat State Machines.

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Finite-State Machine (FSM) in Unity

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