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(+2)

Very good points! Most people only seem to think to have a single state machine on their player character, but I find it better to have one state for movement actions and separate state machine for attack actions --for the reasons you mention. Two small state machines working in conjunction are easier to manage than one giant state machine unless the player character is very simple.

It's a lot easier to manage and gives you the double benefit of reusing them on other objects!

One trick I always use is saving my AnimationTree Finite State Machines to reuse on other nodes if I need to.