Ninjutsu Games
Asset StoreYoutubeTwitterInstagramSupport
  • 🖐️Welcome!
  • Game Creator 2
    • ☢️Fusion Module
      • Setup
      • Sessions
      • Characters
      • Variables
      • Remote Procedure Calls
      • Settings
      • User Interface
      • References
        • Shutdown Reasons
      • Guides
        • How to test my game
        • How to toggle Debug mode
        • How to Update Fusion SDK
      • Releases
      • 🤝Fusion Factions
        • Releases
      • 💫Fusion Stats
        • Releases
      • 📦Fusion Inventory
        • Releases
      • 🧙Fusion Abilities
        • Releases
      • ⚔️Fusion Melee
        • Releases
      • 🔫Fusion Shooter
        • Releases
    • 🤝Factions
      • Setup
      • Faction Asset
        • Settings Editor
      • Member
        • Memory
      • Visual Scripting
        • Conditions
        • Events
        • Instructions
        • Properties
      • User Interface
      • Releases
      • 🌐Photon Factions
    • 🎮Coop
    • 👑Loot Locker
      • Getting Started
      • Authentication
        • Guest
        • White Label
        • Google
        • Steam
        • Apple Sign In
      • Sessions
      • Save Load
      • Players
        • Player Storage
        • Names
      • Leaderboards
        • Visual Scripting
      • Messages
      • Progressions
      • Replenish System
      • Date Time
        • Server Time
      • Handling Errors
      • Releases
    • 🤖State Machine 2
      • Graph Editor
      • State Machine Runner
      • Nodes
        • Node Features
      • Variables
      • Shortcuts
      • Releases
    • 🌐Photon Module 2
      • Overview
      • Releases
      • 🔫Photon Shooter
        • Getting Started
        • Releases
      • 💫Photon Stats
        • Releases
      • 📦Photon Inventory
        • Overview
        • Releases
      • 🧙Photon Abilities
        • Releases
      • ⚔️Photon Melee 2
        • Troubleshooting
        • Releases
  • Game Creator 1
    • Photon Network
      • Overview
      • Characters
      • Network Items
      • Actions
      • Conditions
      • Triggers
      • Guides
        • How to Connect and Instantiate your Player
        • Instantiation Options
        • How to Sync Attachments
        • How to display room or other network information
        • How to setup Camera Motor
        • How to test my game
      • Sub-Modules
        • 🏃Photon Traversal
        • ⚔️Photon Melee
        • 🔫Photon Shooter
          • Changelog
      • Changelog
    • State Machine
      • Editor Graph
        • Nodes
        • Blackboard
        • Copy & Paste
        • Targets
      • Export State Machines
      • Changelog
    • RPG (Deprecated)
      • Actor
        • Actions
        • Conditions
        • Triggers
      • Attributes
        • Actions
        • Conditions
      • Classes
        • Actions
        • Conditions
      • Skills
        • Actions
        • Conditions
      • Formulas
      • Changelog
    • AI & Factions (Deprecated)
      • Changelog
Powered by GitBook
On this page
  • Start Node
  • Action Nodes
  • Trigger Nodes
  • Transition Nodes
  • Mute Transitions
  • Sub-State Machine Nodes

Was this helpful?

  1. Game Creator 1
  2. State Machine
  3. Editor Graph

Nodes

PreviousEditor GraphNextBlackboard

Last updated 4 years ago

Was this helpful?

By default Action and Trigger node types are generated with the name and icon of the first action or igniter/trigger selected. You can rename them as you like the name won't be changed unless it's empty.

Start Node

When a State Machine is created it comes with a Start Node which it runs whenever the State Machine is executed. This special node is the same as an Action Node.

Start Nodes can be changed if it's needed. Just create a new Action Node then right click and set the new node as the default node.

The Invoker target is always available in Start Node.

Action Nodes

This type of node works the same way as a GC Actions List it can have as many actions as you like.

Once execution is completed it will move to the next Transition and Action Node if there is any.

Trigger Nodes

Use triggers to execute specific action nodes.

Transition Nodes

Add transitions to move between Action and Trigger nodes. These transitions can have conditions if the conditions are met they will keep going. If no conditions are assigned they will simply go to the next node.

To delete transitions select it on the graph then select the transition you want to delete on the list in the inspector the click on the minus icon.

Mute Transitions

Transitions can be disabled or turned off by enabling Mute toggle. This will make the State Machine ignore this transition.

Sub-State Machine Nodes

It is possible create Sub-State Machines when another level of organization is needed. Transitions from action or triggers to sub-state machines are possible as well, this will popup a context menu to select where the transition should go.

You can even drag and drop another State Machine and it will automatically create a copy and paste it as a Sub-State machine.

Keep in mind that in some triggers the target Invoker can be used like On Player Enter. There are other cases like On Input Key where there is no invoker in this case it is required to use the Invoker variable from the State Machine.

Click here to learn more