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StateMachineBehaviour is a component that can be added to a state machine state. It's the base class any script on a state must derive from.
A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way ...
2020/3/17 -SMB's are made to handle animations, so they work in ways that make sense for animations. For example. you get the OnExit event when the state ...
2021/7/28 -By deriving from the StateMachineBehaviour class, our custom classes have access to a number of functions which can get called (for instance) when we enter, ...
2024/1/21 -You can attach a StateMachineBehaviour script to an individual state within a state machine. This allows you to write code that will execute when the state ...
2018/10/11 -No, unlike a MonoBehaviour a StateMachineBehaviour has no Start message only OnStateEnter , OnStateExit , OnStateIK , OnStateMove and ...
... state machine behaviour extension script: https://pastebin.com/zP9s2y8p In this video I show you how to use State Machine Behaviours to make ...
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2020/5/15 -I'm trying to set some variables on a script on a GameObject from inside a StateMachineBehavior in a state in my animator controller inside a prefab.
2021/11/29 -State Machine Behaviours lets you define actions for entering, exiting, and updating various animation states.
2019/1/4 -Some say that if you want to have full control over your system you must go for handmade state machine, other say that it is useless to reinvent the wheel once ...