HFSM OFFICIAL SALE

ApexionGame HFSM is a production-ready Hierarchical Finite State Machine built for complex gameplay AI. Designed for performance and flexibility, it supports nested composites, parallel regions, shallow/deep history, guard/trigger/timer transitions, async enter/exit flows, pooled instances, and runtime diagnostics.


KEY FEATURES

  • Nested Composites & Parallel Regions: Run multiple independent state regions (e.g., locomotion, combat, status effects) simultaneously on a single machine.
  • Shallow & Deep History: Remembers and resumes active state paths instead of forcing a reset to initial child states.
  • Flexible Transition Pipeline: Supports Guard, Trigger, Timer, Priority, and Internal transitions evaluated in a deterministic order (AnyState first, deepest node next).
  • Async Enter/Exit Flows: Smoothly handles async operations (loading scenes, playing animations, state fades) using UniTask or Unity's built-in Awaitable.
  • Live Editor Debugger: Features a pan/zoom graph view, animated active-leaf/transition indicators, per-guard eligibility inspection, and scene markers for selected actors.
  • Zero-GC Performance: Optimized steady-state tick with zero garbage collection, verified by an included 256-node benchmark suite.

INCLUDED SAMPLE — HFSM PLAYGROUND

Includes a ready-to-run Play Mode scene demonstrating:

  • Enemy Archetypes: Guard, Coward, Turret, and Scout.
  • Flagship Boss AI: Built using a single Parallel node driving 4 concurrent regions (Locomotion, Attack Combo, Guard/Parry/Riposte, and Health Phase Region).
  • Data-Driven Tuning: All stats live on MonoBehaviour prefabs — tweak balance directly in the Inspector without recompiling.

REQUIREMENTS & DEPENDENCIES

  • Unity Version: Unity 6000.3.20f1 or newer.
  • Dependencies: Requires Encosy Tower (installed via Git package URL — see README for step-by-step instructions).
  • Optional: UniTask (supported if present, falls back to Unity Awaitable).


ROADMAP / COMING SOON

  • A UI Toolkit visual graph authoring tool is currently in development. You can construct state machines using the intuitive code-first Builder API in the meantime.

COMMUNITY & SUPPORT

Need help or have questions? Join our Discord community:

https://discord.gg/RWxZqHDYP