# Unity-Hierarchical-StateMachine **Repository Path**: titd/Unity-Hierarchical-StateMachine ## Basic Information - **Project Name**: Unity-Hierarchical-StateMachine - **Description**: No description available - **Primary Language**: Unknown - **License**: Unlicense - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2025-11-08 - **Last Updated**: 2025-11-08 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Unity Hierarchical StateMachine ![HSM](https://github.com/user-attachments/assets/b9c6154d-5f6d-4f2b-b49f-6060c0f1110f) A flexible Hierarchical State Machine (HSM) system for Unity with support for transition sequencing and asynchronous activities. This framework is designed for game developers who want fine-grained control over state transitions, composable activities, and the ability to structure complex logic in a maintainable way. ## Features - **Hierarchical States:** Organize states into parent/child relationships with automatic entry and exit logic. - **Transition Sequencer:** Orchestrates deactivation and activation phases when switching states. - **Activities:** Attach asynchronous tasks to states, such as delays, animations, or effects, that run during entry or exit. - **Sequential & Parallel Execution:** Run activities one-by-one or all at once depending on the transition. - **Composable API:** Easily extend with your own custom activities, transitions, and orchestration logic. ## YouTube [**HSM Implementation Video**](https://youtu.be/c-XoTg6Fba4) Check out my [YouTube channel](https://www.youtube.com/@git-amend?sub_confirmation=1) for more Unity deep-dives.