State Machine Interface
Last updated
Last updated
State Machine Tab
Tab to enter the State Machine creator panel
Add State
Add an empty state to the scene
Add Transition
Adds a transition between two states. Transitions cannot be added between states and the Always Running State.
Entry Node Dropdown
Entry node selection is a dropdown of all of the states inside the State Machine Authoring Space. This is the first state that the simulation will start in. Any states prior to this will not be called even if they show up earlier in the line up of states in the entire machine unless a transition would ever take it back to the earlier point in the state machine.
States Button
Brings up the information on the currently selected state, including Triggers and Conditions.
Attributes Button
Brings up the attributes information of all entities in the scene. Any default attributes of entities are automatically generated and accessible here. You can also add your own attributes in this panel as well.
Always Running State
A unique state where execution of Triggers and Conditions are checked at all actions of the end user. This is not able to be linked to any other state.
Zoom In/Out Buttons
Will move the view of the State Machine Authoring Space either in or out depending on which button is pressed.
State Machine Authoring Space
The space in which States and Transitions are arranged.
State Name
Identifier of the given state. This will show up on the Entry Node Dropdown and in the Transition Description field. The state itself can be selected to see what happens when the state is entered. This can be empty.
State Deletion
Button to delete the given state. This will also automatically delete any transitions coming from or to the given state.
Transition Link
An arrow showing the connection between two states. Can be selected to show the conditions or triggers for the transition. If no condition or trigger is given then the transition will happen automatically.
State Description
An area where the author can write out a description of the state. Has no bearing on the execution of code but it is useful for identifying what the state does without having to select the state in question.