Finite State Machine Plugin and Behavior
FSM Single Global Plugin
Last updated
FSM Single Global Plugin
Last updated
The Finite State Machine (FSM) Plugin for Construct 3 is a comprehensive solution consisting of two add-ons: a Behavior Add-on for FSM and a Global FSM Plugin. This unique combination empowers developers to manage and control game states with precision, ensuring a seamless and well-structured game flow. Whether you’re creating an RPG, a platformer, or an action-packed shooter, FSM provides the tools needed to keep your game’s logic organized.
Two Add-ons for Ultimate Flexibility:
FSM Behavior Add-on: This add-on lets you assign FSM states to individual game objects. Each object can have its own specific state machine, providing greater flexibility in managing game logic for specific entities.
FSM Global Plugin: The Global FSM Plugin manages overall game states, such as GAME_LOADING, GAME_READY, GAME_STARTED, GAME_PAUSED, and GAME_COMPLETED. It centralizes control, ensuring consistent game state management across the entire project.
Efficient State Management: Whether managing individual objects or the entire game, FSM allows you to lock game events and behaviors to the active game state. This ensures that certain actions, such as player input, are only permitted when appropriate (e.g., blocking player input during GAME_LOADING or GAME_PAUSED).
Highly Customizable States: Both add-ons allow you to define and manage custom game states. You can easily name states based on your game’s design, helping you maintain readability and organization in your code.
Seamless Integration: With FSM, integrating these add-ons into your project is straightforward. Whether you’re using the Behavior Add-on to handle individual game objects or the Global Plugin to control the game’s broader state transitions, both add-ons work together to ensure a cohesive game logic system.
Both addons offer the same ACEs documented in this page.
Finite State Machine Global Plugin for C3 allows you to create and manage global game states to better structure your game events and overall flow.
Change State
Changes the FSM state to the one specified.
Parameter
Description
State
State name
Compare Current State
Evaluates if FSM's current state equals the input string
Parameter
Description
State
State name
On Any State Changed
Triggered on any state change.
On State Changed
Triggered when the indicated state is set by the action 'Change State'
Parameter
Description
State
State name
On State Finished
Whenever you change the state of the FSM, the current state is marked as finished and the On Finished state is triggered. The new state won't be processed by this event at this point.
Parameter
Description
State
State name
Compare Previous State
Evaluates if FSM's previous state equals input string
Parameter
Description
State
State name
GetCurrentState
Returns the current FSM state
GetPreviousState
Returns the previous FSM state
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