Related Issues (20)
- Feature request: onEnter and onExit on non-root StateMachines HOT 2
- feature request: OnActiveStateChanged event? HOT 1
- Feature request: add OnTransition callback to Transition class HOT 9
- Name of Test asmdef can conflict with project HOT 1
- StateMachine<T> and StateMachine needs a common StateMachine base type HOT 5
- How to return to the previous sub-state of a Hierarchical FSM? (2.0) HOT 1
- Is there a StateChanged changed event for when any transition occurs, even a sub-machine one? HOT 2
- Trigger/Action should use a separate type
- Sample code can not compile in version 2.0 HOT 2
- Mention Support for Generic State Identifiers Higher Up in README HOT 1
- How to visualize multi-layer state machines HOT 1
- How to use AddTransition in two different TStateId based by enum? HOT 1
- [Question] Any node editor for UnityHfsm?Or other Editor Tool ? HOT 1
- [Question] Support for parallel states HOT 2
- Perform logic in FixedUpdate or LateUpdate?
- More Samples/Explaination On Class-based architecture HOT 1
- How would you model a Weapon StateMachine having a "Idle" Movement and Cooldown in parallel?
- Are there reasons to not use this library outside of Unity? HOT 1
- [Feature Request] States that use tasks instead of Coroutines
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from unityhfsm.