FSM Graph Editor Tool
Design and debug AI state machines visually, without leaving Unity's Editor. FSM Graph Editor lets you build patrol, chase, attack, and any other agent behavior as a drag-and-drop graph of ScriptableObject states and conditions, then watch it run live during Play mode.
Key Features
Visual Graph Editor
Build state machines by dragging nodes and connections in a dedicated GraphView window (Tools > MonarchWing > FSM Graph Editor). Snap-to-grid, zoom and pan, and reroute nodes keep even large graphs readable.
ScriptableObject Architecture
States and conditions are plain ScriptableObjects with no dependency on the editor, so your AI logic works the same in builds as it does at design time. Multiple entities can safely share one FSM asset: each gets its own running instance under the hood.
Live Play Mode Debugging
Select any entity while your game is running and the graph window instantly shows that entity's actual live state machine, with the active state highlighted and a short trail of its recent transitions. No console log spam required to see what your AI is doing.
Decoupled Condition Logic
Compose complex transition logic from simple building blocks using included Logic Gate conditions (AND, OR, NEGATE) that wrap your existing conditions, instead of writing a new script for every combination.
Runtime Spawning Support
Configure patrol routes and targets from code, so you can spawn FSM-driven entities procedurally (object pools, crowds) rather than only wiring them by hand in the Inspector.
Custom Inspector Integration
A one-click shortcut on any FSM-driven component jumps straight to its state machine in the graph editor.
Example Content Included
A working Soldier-chases-Target demo scene, plus reference state and condition scripts to copy from when building your own behaviors.
Full Documentation
A combined setup guide and script/API reference (PDF) covers both the no-code visual workflow and writing your own custom states and conditions.
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