Nodes
All the node types available in State Machine 2
State Machine 2 provides a variety of node types to build any game logic you can imagine.
Node Types Overview
Begins state machine execution
Runs Game Creator 2 actions
Multiple conditional paths
Check conditions before proceeding
Embed another state machine
End execution with callbacks
Visual routing (no logic)
๐ข Start Node
The Start Node is the entry point of your state machine. Execution begins here when the runner starts.

Automatically created when you create a new state machine
Cannot be manually created or deleted
Can include initial actions
Only has output ports (no inputs)
Actions, Branch, Conditions, Sub-State Machine, Exit
โก Actions Node
The Actions Node executes one or more Game Creator 2 actions in sequence.
Actions execute in order (top to bottom)
Supports async actions (waits for completion)
Can be triggered by any node type
Start, Actions, Branch, Conditions, Trigger, Sub-State Machine
Play animations or sounds
Any Game Creator 2 action
๐ Branch Node
The Branch Node creates multiple conditional paths, similar to a switch statement.
Add multiple branches with conditions
Each branch has its own conditions and actions
First matching branch executes
Default output if no conditions match
Fallback when no conditions match
โ Conditions Node
The Conditions Node evaluates conditions and routes execution based on the result.
Add multiple conditions (AND logic)
Two outputs: True and False
Can be triggered by other nodes or triggers
Check player state before actions
๐ฏ Trigger Node
The Trigger Node reacts to Game Creator 2 events and triggers, providing event-driven execution.
Event-driven (waits for trigger)
Self-contained entry point
Works with collision, input, timers, and more
Actions, Branch, Conditions, Sub-State Machine
Directly to Conditions nodes
Common Triggers
Trigger nodes can act as alternative entry points, running in parallel with the Start node.
๐ฆ Sub-State Machine Node
The Sub-State Machine Node embeds another state machine, enabling modular and reusable design.
Reference any State Machine asset
Exit nodes in the sub-machine connect to this node's outputs
Perfect for reusable behavior modules
Triggered by Exit nodes in the sub-machine
Reusable AI behaviors (Patrol, Combat, Flee)
Game mode management (Menu, Playing, Paused)
Complex sequences (Cutscenes, Tutorials)
Creating Sub-State Machines
Drag a State Machine asset into the graph
Or right-click โ Create Node โ Sub-State Machine
Assign the state machine asset in the Inspector
The Exit Node terminates state machine execution and can trigger callbacks.
Automatically created when you create a new state machine
Cannot be manually created or deleted
Triggers parent Sub-State Machine outputs
Useful for signaling completion
End a sub-state machine and continue parent flow
Signal completion of a behavior
Clean shutdown with callbacks
โก๏ธ Relay Node
The Relay Node is for visual organization only โ it doesn't execute any logic.
Route connections for cleaner graphs
Purely visual organization
Organize complex connection paths
Improve graph readability
Route around node clusters
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