Core Concepts
PlayMaker uses Finite State Machines (FSMs) to control game behavior.
An FSM is made of states (Idle, Walking, Attacking) and events that cause transitions between them (Start Walking, Stop, Attack).
The Graph View shows these states and transitions visually, so you can easily build and edit your game logic:

| # | UI | Description |
|---|---|---|
| Start Event | Triggers the Start State when the FSM begins. | |
| State | Runs actions and handles events while active. | |
| Transition | A connection that moves the FSM to another state when an event occurs. | |
| Global Transition | A transition that can fire from any state, like Mecanim’s “Any State.” | |
| End State | Stops the FSM when reached. |