These are support scenes for creating AR and VR applications in Godot.Please note: Godot XR Tools v3 has breaking changes compared to v2!They need to be used in combination with one of the AR or VR interfaces.This plugin requires features added to Godot 3.5Documentation is provided here:https://godotvr.github.io/godot-xr-tools/
Quick Information
Flyweight, Easy Implementation, Code over UI, Brevity over Features Finite State Machine.## Features - simple setup: inheritance for everything - documented: everything is commented, and delivered with working example - "auto-magic": few small helpers here and there## Workflow 1. Download and Install from the Asset Store OR git clone this repo in your project OR download and unzip in your project OR do whatever to get your hands on the kane-FSM folder 2. Check the example folder code 3. Do your job, by creating your own FSM inheriting from the StateMachine and your states by inheriting the State provided, following the example 4. … 5. PROFIT!## PhilosophyThere is already at least 2 FSM implementations in the asset store, why adding another one ? Because they are heavy weighted and complex. Technically this one is really close to the brandonlamb one, except simplier. I started to work on it between the first and the second video from Game Endeavor about FSM, so it's kinda like a fork.
Kane's FSM (Finite State Machine)
Table of Contents
Features
- simple setup: inheritance for everything
- documented: everything is commented, and delivered with working example
- "auto-magic": few small helpers here and there
Workflow
- Download and Install from the Asset Store OR git clone this repo in your project OR download and unzip in your project OR do whatever to get your hands on the kane-FSM folder
- Check the example folder code
- Do your job, by creating your own FSM inheriting from the
StateMachineand your states by inheriting theStateprovided, following the example - …
- PROFIT!
Example
Check out the Example.
Philosophy
There is already at least 2 FSM implementations in the asset store, why adding another one ? Because they are heavy weighted and complex. Technically this one is really close to the brandonlamb one, except simplier. I started to work on it between the first and the second video from Game Endeavor about FSM, so it's kinda like a fork.
See Also
- Game Endeavor - Learn practical dev skills
- Feedmereadmes - Feedmereadmes ReadMe maturity model
- choo - from which I broadly borrowed inspiration for this README.md
Contributing
Please take a look at our contributing guidelines if you're interested in helping!
License
This project is licensed under the MIT License - see the LICENSE file for details.
Flyweight, Easy Implementation, Code over UI, Brevity over Features Finite State Machine. ## Features - simple setup: inheritance for everything - documented: everything is commented, and delivered with working example - "auto-magic": few small helpers here and there ## Workflow 1. Download and Install from the Asset Store OR git clone this repo in your project OR download and unzip in your project OR do whatever to get your hands on the kane-FSM folder 2. Check the example folder code 3. Do your job, by creating your own FSM inheriting from the StateMachine and your states by inheriting the State provided, following the example 4. … 5. PROFIT! ## Philosophy There is already at least 2 FSM implementations in the asset store, why adding another one ? Because they are heavy weighted and complex. Technically this one is really close to the brandonlamb one, except simplier. I started to work on it between the first and the second video from Game Endeavor about FSM, so it's kinda like a fork.
Reviews
Quick Information
Flyweight, Easy Implementation, Code over UI, Brevity over Features Finite State Machine.## Features - simple setup: inheritance for everything - documented: everything is commented, and delivered with working example - "auto-magic": few small helpers here and there## Workflow 1. Download and Install from the Asset Store OR git clone this repo in your project OR download and unzip in your project OR do whatever to get your hands on the kane-FSM folder 2. Check the example folder code 3. Do your job, by creating your own FSM inheriting from the StateMachine and your states by inheriting the State provided, following the example 4. … 5. PROFIT!## PhilosophyThere is already at least 2 FSM implementations in the asset store, why adding another one ? Because they are heavy weighted and complex. Technically this one is really close to the brandonlamb one, except simplier. I started to work on it between the first and the second video from Game Endeavor about FSM, so it's kinda like a fork.
