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View Code? Open in Web Editor NEWDead simple, lightweight "states as objects" system
Dead simple, lightweight "states as objects" system
Hi Mike,
Could you add a license to StateKit?
Thanks!
Assets/StateKit/SKMecanimStateMachine.cs(60,85): error CS1061: Type UnityEngine.AnimatorStateInfo' does not contain a definition for
fullPathHash' and no extension method fullPathHash' of type
UnityEngine.AnimatorStateInfo' could be found (are you missing a using directive or an assembly reference?)
Should this work that way? We are still exiting the state, but when destination changes it should only affect which State_Enter() is called if we change state during exit and State_Exit() is finished.
Recently I had a small problem. Lets say, that one of my states is just initialization state that just do stuff in begin() than move SM to next state. If this kind of state is a initializationState, machine will fail because other states are added later.
Hi prime31,
Is there any way to make the update function (and maybe the other) coroutines ?
I mostly see coroutines for state machines, and I can see the benefit for it.
Thanks a lot guys
Just wondering is there a reason that the base SKState class does not descend from scriptable object? I tend to make this change anytime I implement this repo (so that I can serialize and drag and drop states inside unity). Has this ever been considered? I just wanted to bring it up somewhere before sending a pull request for it.
First - thanks for an excellent and simple open source FSM!
machine.reason() does not seem to be a valid call anymore, it seems that reason() is called in update() in the current version. If this is intentionally the readme on github should be updated.
Is there any particular reason why reason() is now automatically called in the update() function ?
I have a case where I need to call reason() after update(), and I was just wondering why these are bundled together as it seems they were originally separated.
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