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Get Time In State

Get how long the current state has been active, in seconds.

Parameters

Parameter Description
Time In State Stores the number of seconds since this state became active.

What It Does

This action reads the current state's active time and writes it to a Float variable.

Use it when you want logic based on how long the FSM has been in the current state, such as delaying a transition, fading UI over time, or showing a timer on screen.

Example

Use Get Time In State to trigger an event after 3 seconds in a state:

  1. Run Get Time In State every frame and store the result in elapsed.
  2. Compare elapsed to 3.
  3. Send an event or transition when the value is greater than or equal to 3.

Notes

  • The timer resets each time the FSM enters the state again.
  • This measures time spent in the current state, not total game time or time since the FSM started.