Bottom Panel: States
The States tab is a visual state machine editor for game objects. It lets you define the different states an object can be in and how it moves between them. This is directly analogous to Unity's Animator / Mecanim state machines and Unreal's Animation Blueprint state machines — a proven way to manage object behavior in games.
What a state machine is
A state machine describes the distinct conditions an object can be in and the rules for switching between them. For a player character, common states are:
- Idle — standing still.
- Running — moving.
- Jumping — in the air going up.
- Dead — defeated.
Each state typically has its own animation, and the object transitions between states based on conditions (for example, idle → running when the player starts moving).
What you can do
- Define states — list the states an object can be in.
- Assign an animation to each state — choose which animation plays in each state, tying this tab to the Animation tab.
- Set transition conditions — define what triggers a move from one state to another.
How to use it
Map out an object's behavior as a small set of clear states and the rules that connect them. This keeps complex behavior organized and predictable, which is exactly why engines like Unity and Unreal use visual state machines: they make it easy to reason about "what is this object doing right now, and what makes it change?"