Node-based state machine

The approach here seems quite fragile as it relies on the node ordering to initialise correctly. For example, if the Idle state were lower down in the tree, the State Machine would ‘start’ the node but then _ready would fire after being triggered and then disable the Idle state; it no longer processes, no move transition animation.

Just a note to others really as it is so tightly coupled to the Scene Tree behaviour.

You can do pretty much the same with an AnimationTree with a StateMachine playback

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