A flexible Hierarchical State Machine (HSM) system for Unity with support for transition sequencing and asynchronous activities. This framework is designed for game developers who want fine-grained control over state transitions, composable activities, and the ability to structure complex logic in a maintainable way.
- Hierarchical States: Organize states into parent/child relationships with automatic entry and exit logic.
- Transition Sequencer: Orchestrates deactivation and activation phases when switching states.
- Activities: Attach asynchronous tasks to states, such as delays, animations, or effects, that run during entry or exit.
- Sequential & Parallel Execution: Run activities one-by-one or all at once depending on the transition.
- Composable API: Easily extend with your own custom activities, transitions, and orchestration logic.
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