State Machines
Implement state machine patterns for character behavior, UI flows, and game logic management.
Scripting
No shortcutIntermediate7 min readQuick Reference
State Machines
Godot EngineKeyboard Shortcut
N/A
Where to Find
Select any node → Click Attach Script button, or Script Editor panel
Best Used For
- ▸Write game logic with variables and functions
- ▸Connect nodes via signals for decoupled systems
- ▸Expose Inspector properties for designer tweaking
Intermediate⏱ 30–60 minutes to master
Key Settings
Enum:Variable:Match:Transition:
State machines manage complex behavior by dividing logic into discrete states (idle, running, jumping, attacking). Each state has its own update and transition logic.
Where to Find It
Implement in your script using enums and match statements, or use the AnimationTree node.
How to Use
- Enum:
enum State { IDLE, RUN, JUMP, ATTACK }. - Variable:
var current_state: State = State.IDLE. - Match:
match current_state: State.IDLE: handle_idle(). - Transition: Set
current_state = State.RUNwith enter/exit logic.
Pro Tips
- Create separate functions for each state's update logic.
- Use enter/exit functions to reset state-specific variables.
- For complex AI, consider using a dedicated StateMachine class.