(WIP) SimaStateMachine

Hi guys, dont know where to start, been using unity quite alot since my brain injury 3years ago and started working on the SimaStateMachine over the last year and it builds on the things ive learnt in unity and about state machines in general. Im not the best at explaing stuff but i’ll try.It has many features with a few listed below :

  • Code based behaviours with custom callbacks
  • Visual Node Editor
  • Multiple controllers which control layers, collisions, rendering with custom callbacks etc. eg attach StateMachine_CollisionControllers to each collider in a hierarchy and allow fast delegate messaging back to layers.
  • Quick and easy node graph creation with zooming, easy linking and node jumping allowing quick jumping from nodes
  • Custom nodes created via NodeSkins/NodeStyles allowing easy variations/totally unique nodes with multiple parts, sizes and offsets.
  • Easy drag n drop to assign custom nodes skins, create nodes or assign behaviours
  • Unity style inspectors for nodes with the ability to write custom node inspectors.
  • Powerful Hierarchy system with a root layer, sublayer(s) and state(s) allowing large graphs with similar states grouped into sublayers ie ground.
  • Multiple layers attached to a controller.
  • Control of execution order
  • Custom callbacks to easily control flow and understand logic.
  • Powerful plug n play behaviour system where you can build layers, sublayers and states as you go, nothing is predefined allowing superfast prototyping and testing. Write the behaviours and attach to a layer, sublayer or state.
  • Powerful transition system which allows live relinking, transitions on states, sublayers and layers. Hit play, and test transitions, edit realtime and see the result.
  • Test states in live play, fire transitions, lock and loop states, rebuild hierarchies
  • Build empty layers, sublayers and states and attach behaviours to give life eg create a jump state and write a statemachine behaviour and attach with the possibility of adding more/removing.
  • InEditor info on where transitions go and which callbacks are fired.
  • Custom stateMachine objectfields allow quick and easy assignment.
  • Custom attributes
  • Easily create frameworks for complex graphs ie characters and share with others. The logging/notification system warns of errors ie unassigned variables, missing objects, objects not in the hierarchy eg animation clips.

There is alot to the system and this is a brief snippet. I will announce/showcase more soon. Im using this to create my characterSystem which has animation blend trees, jump editors, custom characterControllers allowing full mario galaxy physics, behaviours for moving up steps, ledge grabbing, aligning and moving in full 360, swimming, easy, fast and powerful testing of characters in editor where you can relink transitions, fire transitions, enter states, loop states and a whole lot more.

Here is some of the stuff ive created to test it.

.





Heres a few node inspectors



Hey TheSin !

Your state machine looks really powerful, but as I wanted to learn more about it I noticed that you
posted your local YouTube uploads-link. When I click on it it only leads to my very own uploads of course. :slight_smile:

Sorry about that.
http://www.youtube.com/user/sindiinbonnienclyde

I hope to go into more depth on the features listed and unlisted features soon and actually post a video series showing it in action. Currently im on mobile bb and due to move soon so will get things goin then.