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C# code generation tool for finite state machines in Unity that can also parse a declarative PlayMaker FSM.

Results 10 UnityFSMCodeGenerator issues
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- Guard clauses? -- Would be nice to have OnEnter/OnExit methods be able to filter based on which state you are entering from. - SendEventAction - sends an event when...

enhancement

Should this library support PlayMaker global events, wherein a global event trigger will automatically go to a predefined state and ignore all transition events in the current state. This also...

enhancement

Allow sending of events via the inspector.

enhancement

It might be nice, if it's not too convoluted, to support at least some mechanism for executing HFSMs.

enhancement

If an action is disabled, ignore it during parsing.

enhancement

TypeCache uses CompilationPipeline to pull script assemblies on load. Need to add support for older Unity versions, even if it's hacky by explicitly loading `Assembly-CSharp` and `Assembly-CSharp-firstpass`.

enhancement

If you reference two identically named interfaces in different namespaces in your visual FSM the code generation will break right now. Just requires a fix to naming variables in the...

bug

Support for code generator to add debug statements to output state changes and other info to the console.

enhancement

If you refactor interfaces in your code the visual FSM actions will not be in a valid state. The PlayMakerCodeGenerator script should show these errors so you can go fix...

enhancement

Right now if you change your interfaces it will break the code in the generated FSM. To then regenerate correctly or have the visual FSM actions detect your new interfaces...

enhancement