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Sivakumar Prasanth
Sivakumar Prasanth

Posted on • Originally published at Medium

Mastering State Machines in Unity: A Comprehensive Guide

Welcome to the world of Unity game development! In this article, we’ll delve deep into the concept of state machines and how they can revolutionise the way you manage game logic in your Unity projects. If you’re new to state machines or seeking to enhance your understanding, you’re in the right place. By the end of this read, you’ll have a solid grasp of state machines and how to implement them effectively in your game development endeavours.

You can find my Github repository here.

Let’s dive in!


What is a State Machine?

A state machine is a fundamental concept in computer science and game development that models the behaviour of an entity by defining a finite set of states and transitions between them. Each state represents a specific behaviour or set of actions, and transitions dictate how and when the entity transitions between these states based on certain conditions or events.

Why Do We Need State Machines in Game Development?

State machines offer a structured and modular approach to managing complex behaviours in games. By organising code into discrete states, developers can improve readability, maintainability, and scalability. Additionally, state machines facilitate the implementation of sophisticated AI, player controls, animation systems, and more, leading to more robust and flexible game architectures.


Demo of My State Machine to Control Player States

In this section, we’ll walk through a practical example of implementing a state machine to control player states in Unity. We’ll cover concepts such as player idle, walking, running, attacking and death, demonstrating how to structure the code using state-based logic. By the end, you’ll have a fully functional player controller powered by a state machine, ready to integrate into your own projects.

Step 01

Create a BaseState abstract class. You can define common state behaviours, such as Enter, Update, and Exit methods, ensuring consistency and coherence across your state machine architecture.

Step 02

Now I created an ITriggerState interface to manage triggers within our state machine architecture.

Feel free to divide the interfaces according to your needs.

Step 03

This script is significant. The StateMachine class manages the entering, updating, and switching of states among objects. Since this class is generic, we can now utilise it for various objects such as players, enemies, etc.

Step 04

Here, I’ve created a class called PlayerIdleState to manage the player’s idle state. This class encompasses all the necessary logic for the player while in the idle state. Similarly, you can create separate classes like this. For the demonstration purposes, I’ve created PlayerWalkState, PlayerRunState, PlayerAttackState, and PlayerDeathState.

Since the aforementioned state classes extend the BaseState class, we can create separate classes for different objects with different states.

Step 05

Next, I implemented the PlayerStateMachine class to utilize the StateMachine abstract class. This PlayerStateMachine will incorporate all the states of my player and facilitate the switching of our player’s states.

Step 06

Finally I have my PlayerManager script :)


Conclusion

State machines are a powerful tool in the Unity developer’s arsenal, offering a structured approach to managing complex behaviours and interactions. By understanding the principles behind state machines and practicing their implementation, you’ll be equipped to tackle a wide range of game development challenges with confidence and efficiency. Remember to explore the accompanying sample code on GitHub to reinforce your learning and unleash your creativity in your Unity projects.


Stay updated with the latest insights and tutorials by following me on Medium, dev.io and LinkedIn. For any inquiries for games or questions, feel free to reach out to me via email. I’m here to assist you with any queries you may have!

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