This document discusses using a finite state machine (FSM) to structure game logic in Unity3D. An FSM defines a system with a finite number of states, transitions between states, and a set of possible actions in each state. It summarizes how to implement an FSM in Unity3D using C# scripts, with states as classes that implement interfaces defining entry/exit and actions. A state manager is used to set the initial state and handle state transitions by calling the current state's methods. The state and manager classes provide encapsulation and modularity that improves code reliability, customizability and maintenance when programming complex game behaviors and systems.
Related topics: