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SimpleStateMachine

Plugins + Scripts SimpleStateMachine

entitycs

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entitycs submitted a new resource:

SimpleStateMachine - Spam-Create, Modify, Undo, Compare & Iterate through the States of your Scene/SubScene/Atoms

  • Thank my early backers, esp. Vitlam, if you end up having fun with this.

    SimpleStateMachine

    Main goals:
  • Help users build interactive, and sequential scenes, with less fear of making mistakes.
  • Give the user a better sense of ability, without having to learn much more beyond the native UI.
  • Give users a way to experiment with controller physics values - differences in how character's body moves in...

Read more about this resource...
 
Is this a "state machine" in the Computer Science sense (a symbol graph) or a "procedure that remembers stuff" sense?
 
You could call it a simple version of one. Kind of depends on what you do around it.

"The machine is in exactly one state at any given time, and it changes to a different state in response to inputs, producing outputs based on the current state and transitions."

I honestly haven't done much testing around the "Range" options I made available on request. You could use them in a way that breaks the idea right away.

Basically, it simply saves the state of things, in many variants, and if using only a single instance, gives each state a node within a finite linear graph where states can be entered / exited via the algorithms the machine provides. But I don't stop users from moving the "cursor" and re-appearing at any state from any other state. That's part of what makes it simple. It's not meant to constrict traversals / transitions as part of its intentional design.
 
I'll release a simple demo scene showing how to use it for UI branching. I'll throw in some SFW 2-character states + transition examples too. Working incrementally on my first big scene, showing more use cases & other stuff - couple weeks out though, for the bigger scene.
 
Sup dude... I'm finally gonna give this one a try! (and then also try to wrap my head around your comment on Sensor ;)
 
Sup dude... I'm finally gonna give this one a try! (and then also try to wrap my head around your comment on Sensor ;)
It'll make sense when you see the "lite" scene... I think that's where I'm supposed to release it? The rig would be a little more advanced, but the geofencing between rooms, then adjusting sensor instance(s) per room (by adjusting sensor directly, then creating a slot for each setup using the state machine) would be pretty simple.


aufwiedersehen
 
Use Case Examples: "Swappables"

Custom Unity Asset State Swapping


Player-Preference-Capable Swapping (eg. Player-Chosen Appearance + swaps later in scene)
 
"draft"
Feature Update Preview Thread
  • New feature in latest version - ignore controller restoration on grasped controllers.
  • Feature test - Triggering parent SubScene state from child SubScene Animation, + separate Animation + end of loop trigger for each state: verified working.
    • Haven't tried the feature test on v10/v11, but I don't see why that wouldn't work.
Setup:

# Top Level involving the state machine consists of
SubScene -> SubScene -> Person
names/uids: (.stateTracked -> SubScene -> Person)

# Top level state machine instance
.stateTracked -> SimpleStateMachine -> 4 States
* All -> Controller -> Controller -> All

...Controller states are moving the limbs/controllers.
..."All" states are not only moving controllers, but triggering Animations on "SubScene".
...Triggers in the SubScene animation are making calls back to the parent instance (iterating through the 4 states)
 
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