Comments (2)
from unityhfsm.
If this is the intended behavior and you give me the thumbs-up, I can submit a PR to clarify the event docs and potentially implement the HierarchyChanged
event.
from unityhfsm.
Related Issues (20)
- Is there a StateChanged changed event for when any transition occurs, even a sub-machine one? HOT 3
- Trigger/Action should use a separate type
- Documentation request: Explain what HybridStateMachine is HOT 1
- 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? HOT 1
- Are there reasons to not use this library outside of Unity? HOT 1
- [Feature Request] States that use tasks instead of Coroutines HOT 1
- Implementation of PriorityTransitions
- [Bug] Statemachines inside parallel states don't react to global triggers
- [Bug] Calling fsm.StateCanExit in StateBase.OnEnter does not allow the state to exit
- How does an independent class receive a parameter when passing an action state?
- [Feature Request] Automatically Generate Flowchart from StateMachine
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from unityhfsm.