Unity Finite State Machine (Pure Code)

I wanted a “Pure Code” State Machine for Unity and I didn’t find quite what I wanted. I did find 3 State Machines with features I liked, so I drew from them and added my own features to create what I wanted. The Pure Code approach means little to no reliance on the Unity GUI interface or Unity code and classes like MonoBehaviour.

I implemented the FSM in 2 sample projects. One was based on Dunstan’s sample. I committed the FSM including the sample project to GitHub with an Apache 2.0 license:
The second is a Poker game I published here, also with an Apache 2.0 license:

More info about the Finite State Machine I wrote and each of the State Machines I referenced when writing it are below.

  • Jackson Dunstan’s FSM
    • Encapsulates State behavior into dedicated discrete State classes
    • Structured with anticipation of transitional time during which the primary State activity should be disabled while the State is still the active State and the State’s Begin or Exit state is executed.
    • Downside: built around the expectation that States are responsible for triggering the transitions to the next state. I wanted a FSM that is more of a Controller that orchestrates the behavior of the States, knows which is active and which is next, and the FSM itself can be told to exit the current state and then enter the next state. Dunstan’s FSM is geared towards the States themselves controlling the initiation of the change to the next State.
  • Jackson Dunstan’s Simpler FSM
    • Removes the constraint of using discrete State objects for separate State actions, however still permits it when appropriate.
    • Demonstrates the use of a single Execute method in which the user can do any Begin/Execute/Exit/Etc. activities through a variety of Iterator approaches that iterate until they are finished (or are told to stop) and then the body of the Execute method resumes.

  • StateKit from Prime31
    • Also encapsulates State behavior in State classes.
    • Injects data from the State Machine into each of to the States. a) Injects a reference to the State Machine for callback communication from State-to-State Machine, and b) Injects a context object on which the State should operate. Prime31 uses the Generic T so the context could be anything (MonoBehavior, Custom Class, etc.).
    • The FSM manages the States and initiates transitions from a Controller-like perspective (see downside listed in FSM 1 above).
    • Uses the Type of the State classes for saving a dictionary of States that have been added to the FSM.
    • Uses a manually-implemented update method for ticking the FSM. The FSM must have its update method called every frame, and it relays the call to the active State’s update method.

Here are the features of this FSM, cobbled together from features in the above FSMs as well as some additional features.

  • Encapsulates State activity in dedicated discrete State classes.
  • Injects data from the State Machine into each of to the States for callbacks to the FSM and reference to a context object to act upon.
  • Anticipates transitional behavior.
  • Uses a single Execute method for all Iterator activity. The BeginExit method allows the FSM to initiate the State’s exit or the State itself may trigger the exit when its internal processes are finished.
  • Each State is responsible for its own transitions. A shared transition can be used but is not required. Any IEnumerable method in any class may be called from a State to implement something like a shared Transition class.
  • Use of a BaseState class instead of an Interface or Abstract Class so that it’s easy to ensure that all States have the necessary properties (like a reference to the FSM). StateKit handles similar concerns via manual injection of important info as a call to the State’s setMachineAndContext method (which is enforced by its Abstract SKState class) as part of the FSM’s addState method.
  • Uses the Type of the State Classes for saving a dictionary of States that have been added to the FSM.
  • No Enter state. A State may implement a transition when it starts as the first part of the Execute method.
  • Manual call to FSM when State finishes Exiting. Although Loose Coupling is worthwhile in many architectural decisions, StateMachines seem like a good place for some tight coupling.
  • No transitions as separate classes are required. States handle their own transitions as part of the Execute method.


  • When doing a similar transition in multiple frames, we may see repetition of similar transition code in each State. This could be avoided by optionally putting the transition content in a separate class. This might look similar to the template Transition class used in Dunstan’s sample.

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