Finite State Machine vs Animation State Node Machine

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:bust_in_silhouette: Asked By errandel

Hi Godot Experts,

Complete novice here. I’m looking into using a FSM to maintain the states of my character. Looking at various tutorials about FSM, I found there are people who are coding the FSM themselves: (https://gdscript.com/godot-state-machine, https://www.youtube.com/watch?v=Ty4wZL7pDME, https://www.youtube.com/watch?v=BNU8xNRk_oU, https://www.youtube.com/watch?v=6x4K3I75mB8) vs others who are seemingly doing the same thing with a built in functionality of the engine (https://www.youtube.com/watch?v=0bq2OIjHxk4).

I noted that the blog post about this functionality is made in June 2018 (Godot gets new Animation Tree + State Machine), and most of the “FSM from scratch” tutorials are made after the release of this feature. Is the engine functionality missing something that the majority of the tutorials made are just implementing the FSM from scratch? Is the built in feature good enough to handle complex states? e.g. transition to a different state only if an certain input is inputted at a certain frame in the current state.

Thanks for the help. I really appreciate it.

I would be keen to know this about this also!

Mogulweasel | 2020-05-13 14:16

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