https://github.com/Inspiaaa/UnityHFSM/tree/master

A simple yet powerful hierarchical finite state machine for the Unity game engine. It is scalable and customisable by being class-based, but also supports functions (lambdas) for rapid prototyping.

Thanks to overloading, it minimises boilerplate code while still supporting generics.

It has a special focus on the temporal aspects of state transitions, making it ideal for timing and synchronization sensitive problems.

Why use UnityHFSM?