Finite state machines are one of the most reliable ways to build clear, maintainable gameplay logic. State Designer brings that workflow into a modern, data-oriented architecture built on Unity DOTS.
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State Designer – DOTS Powered Finite State Machines v1.1 (Latest version)
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Description
State Designer is the modern finite state machine solution for both your GameObject and Entity-based workflows.
Finite state machines are one of the most reliable ways to build clear, maintainable gameplay logic. State Designer brings that workflow into a modern, data-oriented architecture built on Unity DOTS, giving you the flexibility to create scalable systems for gameplay, AI, interactions, UI flow, and more.
No DOTS expertise is required. State Designer supports GameObject, hybrid, and Entities-based workflows, so you can use the approach that fits your project today while keeping a path open for higher-performance data-oriented execution as your project grows.
By combining visual state machine authoring with a DOTS-backed runtime, State Designer keeps logic organized while reducing runtime overhead. The result is a workflow that feels intuitive to build with and remains efficient and predictable as complexity increases.
🧠Why Finite State Machines?
State machines excel at modeling systems with clear phases, transitions, and event-driven behavior. They are a natural fit for gameplay systems, character abilities, interactable objects, UI flows, and cutscenes.
✨Key Features
Performance & Architecture
Built on Unity DOTS for efficient runtime execution
Supports GameObject, hybrid, and Entities workflows
Burst-compiled traversal and transition systems
Data-oriented runtime designed for scalable state logic
Supports both object-backed and DOTS-backed node patterns
Authoring & Tooling
Visual node-based finite state machine editor
Event-driven graph flow with transitions, conditions, and actions
Reusable subgraphs with override support
Runtime SharedVariable inspection
Error window and editor debugging support
Save & Load support
State Design
States, actions, conditions, transitions, and events
Sequential or parallel action execution within a state
Shared variables for communication across graph logic
Pause, resume, and runtime state persistence
Flexible graph composition with subgraph references and inheritance
Extensibility
Familiar API for custom states, actions, and conditions
Extend systems with object-backed or DOTS-backed implementations
Custom editor controls and inspectors
Designed for long-term project integration
💡Use Cases
Gameplay Systems: Character abilities, combat states, cooldowns, and interactions
Interactive Objects: Doors, elevators, switches, traps, and environment logic
UI Flow: Menus, prompts, dialogue states, and screen transitions
Scene Management: Loading, unloading, persistent scenes, and transitions
AI & Simulation: Reactive agents, entity behaviors, and event-driven world logic
Turn-Based Systems: Phase flow, action resolution, and stateful combat logic
Save/Load Workflows: Persistent runtime state and variable restoration
Custom Logic Systems: Build project-specific state-driven mechanics visually
🤝Seamless Integrations
Animal Controller
Behavior Designer Pro
Dialogue System
DOTS Survivors
Easy Build System
Essential Kit
Feel
Love/Hate
Curvy Splines
Quest Machine
Sensor Toolkit 2
Simple Waypoint System
Ultimate Character Controller
Ultimate Inventory System
State Designer combines the proven clarity of state machines with a modern DOTS-based runtime, giving you a flexible way to build performant, scalable game logic inside Unity.




