Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
Scanned 6/3/2026
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---
name: state-machine
description: Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
---
# State Machines in Godot 4.3+
Choose the right FSM pattern for your complexity level. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **player-controller** for movement state integration, **ai-navigation** for AI state patterns, **resource-pattern** for resource-based state configuration, **animation-system** for AnimationTree states driven by FSM, **dialogue-system** for dialogue flow as a state machine.
---
## 1. Approach Comparison
| Approach | Complexity | Best For |
|----------------|------------|---------------------------------------|
| Enum-Based | Low | Simple objects, fewer than 5 states |
| Node-Based | Medium | Characters with complex behavior |
| Resource-Based | High | Data-driven or editor-configurable AI |
---
## 2. Approach 1: Enum-Based (Simplest)
Use when you have a small number of states and no significant enter/exit logic.
### GDScript
```gdscript
extends CharacterBody2D
enum State { IDLE, PATROL, CHASE, ATTACK }
@export var patrol_range: float = 200.0
@export var chase_range: float = 300.0
@export var attack_range: float = 50.0
@export var speed: float = 80.0
var current_state: State = State.IDLE
var patrol_target: Vector2 = Vector2.ZERO
@onready var player: Node2D = get_tree().get_first_node_in_group("player")
func _physics_process(delta: float) -> void:
match current_state:
State.IDLE:
_state_idle()
State.PATROL:
_state_patrol()
State.CHASE:
_state_chase()
State.ATTACK:
_state_attack()
move_and_slide()
func _state_idle() -> void:
velocity = Vector2.ZERO
if _player_in_range(chase_range):
current_state = State.CHASE
elif randf() < 0.005:
patrol_target = global_position + Vector2(randf_range(-patrol_range, patrol_range), 0.0)
current_state = State.PATROL
func _state_patrol() -> void:
var direction := (patrol_target - global_position)
if direction.length() < 4.0:
current_state = State.IDLE
return
velocity = direction.normalized() * speed
if _player_in_range(chase_range):
current_state = State.CHASE
func _state_chase() -> void:
if not is_instance_valid(player):
current_state = State.IDLE
return
if _player_in_range(attack_range):
current_state = State.ATTACK
return
if not _player_in_range(chase_range):
current_state = State.PATROL
return
velocity = (player.global_position - global_position).normalized() * speed
func _state_attack() -> void:
velocity = Vector2.ZERO
if not _player_in_range(attack_range):
current_state = State.CHASE
func _player_in_range(range: float) -> bool:
if not is_instance_valid(player):
return false
return global_position.distance_to(player.global_position) <= range
```
### C# Equivalent
```csharp
using Godot;
public partial class SimpleEnemy : CharacterBody2D
{
private enum State { Idle, Patrol, Chase, Attack }
[Export] public float PatrolRange { get; set; } = 200f;
[Export] public float ChaseRange { get; set; } = 300f;
[Export] public float AttackRange { get; set; } = 50f;
[Export] public float Speed { get; set; } = 80f;
private State _currentState = State.Idle;
private Vector2 _patrolTarget = Vector2.Zero;
private Node2D _player;
public override void _Ready()
{
_player = GetTree().GetFirstNodeInGroup("player") as Node2D;
}
public override void _PhysicsProcess(double delta)
{
switch (_currentState)
{
case State.Idle: StateIdle(); break;
case State.Patrol: StatePatrol(); break;
case State.Chase: StateChase(); break;
case State.Attack: StateAttack(); break;
}
MoveAndSlide();
}
private void StateIdle()
{
Velocity = Vector2.Zero;
if (PlayerInRange(ChaseRange))
{
_currentState = State.Chase;
}
else if (GD.Randf() < 0.005f)
{
_patrolTarget = GlobalPosition + new Vector2(GD.RandRange(-PatrolRange, PatrolRange), 0f);
_currentState = State.Patrol;
}
}
private void StatePatrol()
{
var direction = _patrolTarget - GlobalPosition;
if (direction.Length() < 4f) { _currentState = State.Idle; return; }
Velocity = direction.Normalized() * Speed;
if (PlayerInRange(ChaseRange)) _currentState = State.Chase;
}
private void StateChase()
{
if (!IsInstanceValid(_player)) { _currentState = State.Idle; return; }
if (PlayerInRange(AttackRange)) { _currentState = State.Attack; return; }
if (!PlayerInRange(ChaseRange)) { _currentState = State.Patrol; return; }
Velocity = (_player.GlobalPosition - GlobalPosition).Normalized() * Speed;
}
private void StateAttack()
{
Velocity = Vector2.Zero;
if (!PlayerInRange(AttackRange)) _currentState = State.Chase;
}
private bool PlayerInRange(float range) =>
IsInstanceValid(_player) && GlobalPosition.DistanceTo(_player.GlobalPosition) <= range;
}
```
> **When to upgrade away from enum-based:**
> - Enter/exit logic starts duplicating across state methods
> - Animation sync requires explicit enter/exit hooks
> - The `match`/`switch` block grows beyond ~100 lines
---
## 3. Approach 2: Node-Based (Recommended for Characters)
Each state is its own node. The `StateMachine` node delegates input and process calls to whichever state is active, and states trigger transitions by name.
### Scene Tree
```
Player (CharacterBody2D)
└── StateMachine (Node)
├── Idle (State)
├── Run (State)
├── Jump (State)
└── Attack (State)
```
### State Base Class
**GDScript (`state.gd`)**
```gdscript
class_name State
extends Node
## Populated by StateMachine._ready()
var entity: CharacterBody2D
var state_machine: StateMachine
## Called when this state becomes active.
func enter() -> void:
pass
## Called when this state is deactivated.
func exit() -> void:
pass
## Mirrors _process. Return a state name string to transition, or "" to stay.
func update(delta: float) -> String:
return ""
## Mirrors _physics_process. Return a state name string to transition, or "".
func physics_update(delta: float) -> String:
return ""
## Mirrors _unhandled_input.
func handle_input(event: InputEvent) -> String:
return ""
```
**C# (`State.cs`)**
```csharp
using Godot;
public partial class State : Node
{
/// Populated by StateMachine._Ready()
public CharacterBody2D Entity { get; set; }
public StateMachine StateMachine { get; set; }
public virtual void Enter() { }
public virtual void Exit() { }
public virtual string Update(double delta) => string.Empty;
public virtual string PhysicsUpdate(double delta) => string.Empty;
public virtual string HandleInput(InputEvent @event) => string.Empty;
}
```
### StateMachine Class
**GDScript (`state_machine.gd`)**
```gdscript
class_name StateMachine
extends Node
@export var initial_state: State
var current_state: State
var states: Dictionary = {}
func _ready() -> void:
for child in get_children():
if child is State:
states[child.name] = child
child.entity = owner as CharacterBody2D
child.state_machine = self
if initial_state:
current_state = initial_state
current_state.enter()
func _unhandled_input(event: InputEvent) -> void:
var next := current_state.handle_input(event)
if next:
transition_to(next)
func _process(delta: float) -> void:
var next := current_state.update(delta)
if next:
transition_to(next)
func _physics_process(delta: float) -> void:
var next := current_state.physics_update(delta)
if next:
transition_to(next)
func transition_to(state_name: String) -> void:
if not states.has(state_name):
push_error("StateMachine: unknown state '%s'" % state_name)
return
current_state.exit()
current_state = states[state_name]
current_state.enter()
```
**C# (`StateMachine.cs`)**
```csharp
using System.Collections.Generic;
using Godot;
public partial class StateMachine : Node
{
[Export] public State InitialState { get; set; }
public State CurrentState { get; private set; }
private readonly Dictionary<string, State> _states = new();
public override void _Ready()
{
foreach (var child in GetChildren())
{
if (child is State state)
{
_states[state.Name] = state;
state.Entity = Owner as CharacterBody2D;
state.StateMachine = this;
}
}
if (InitialState != null)
{
CurrentState = InitialState;
CurrentState.Enter();
}
}
public override void _UnhandledInput(InputEvent @event)
{
var next = CurrentState.HandleInput(@event);
if (!string.IsNullOrEmpty(next)) TransitionTo(next);
}
public override void _Process(double delta)
{
var next = CurrentState.Update(delta);
if (!string.IsNullOrEmpty(next)) TransitionTo(next);
}
public override void _PhysicsProcess(double delta)
{
var next = CurrentState.PhysicsUpdate(delta);
if (!string.IsNullOrEmpty(next)) TransitionTo(next);
}
public void TransitionTo(string stateName)
{
if (!_states.TryGetValue(stateName, out var next))
{
GD.PushError($"StateMachine: unknown state '{stateName}'");
return;
}
CurrentState.Exit();
CurrentState = next;
CurrentState.Enter();
}
}
```
### Concrete Example: IdleState
**GDScript (`idle_state.gd`)**
```gdscript
class_name IdleState
extends State
func enter() -> void:
entity.get_node("AnimationPlayer").play("idle")
func physics_update(delta: float) -> String:
if not entity.is_on_floor():
return "Jump"
if Input.get_axis("move_left", "move_right") != 0.0:
return "Run"
return ""
func handle_input(event: InputEvent) -> String:
if event.is_action_pressed("jump") and entity.is_on_floor():
return "Jump"
if event.is_action_pressed("attack"):
return "Attack"
return ""
```
---
## 4. Approach 3: Resource-Based (Data-Driven)
Use when designers need to configure states in the Godot Inspector without modifying code.
### StateData Resource
```gdscript
class_name StateData
extends Resource
@export var state_name: String = ""
@export var animation_name: String = ""
@export var move_speed: float = 0.0
@export var can_transition_to: Array[String] = []
```
Export an `Array[StateData]` on your AI controller. Designers populate each entry in the Inspector — no code changes needed to tune behavior or add states. The runtime reads `can_transition_to` to validate transitions and picks `animation_name` / `move_speed` for each active state.
```csharp
using Godot;
[GlobalClass]
public partial class StateData : Resource
{
[Export] public string StateName { get; set; } = string.Empty;
[Export] public string AnimationName { get; set; } = string.Empty;
[Export] public float MoveSpeed { get; set; } = 0f;
[Export] public Godot.Collections.Array<string> CanTransitionTo { get; set; } = new();
}
```
Attach an `Array[StateData]` export on your AI controller class (`[Export] public Godot.Collections.Array<StateData> States`). At runtime, look up the active `StateData` by `StateName` and read `AnimationName` / `MoveSpeed` to drive behavior; use `CanTransitionTo` to guard `TransitionTo` calls.
---
## 5. Hierarchical and Parallel State Machines
When a flat FSM grows beyond ~8 states or spans multiple concerns (movement + combat + animation), split into **hierarchical** machines (states own sub-state machines, e.g. `OnGround` containing `Idle/Walk/Run`) or **parallel** machines (independent FSMs for movement, combat, animation running side-by-side). Both keep state counts additive instead of multiplicative.
See [references/hierarchical-and-parallel.md](references/hierarchical-and-parallel.md) for full scene trees, `HierarchicalState` base class, parallel-machine character example, and a "which to choose" comparison table — GDScript and C# for each.
---
## 6. Decision Flowchart
```
Start
│
▼
Fewer than 5 states?
├─ Yes ──────────────────────────────────► Enum-Based
└─ No
│
▼
Multiple independent concerns
(movement + combat + animation)?
├─ Yes ──────────────────────────────► Parallel State Machines
└─ No
│
▼
States naturally nest
(sub-states within states)?
├─ Yes ────────────────────────► Hierarchical State Machine
└─ No
│
▼
Designers need to configure
states in the Inspector?
├─ Yes ──────────────────► Resource-Based
└─ No ──────────────────► Node-Based
```
---
## 7. Implementation Checklist
- [ ] Chose the approach that matches actual complexity (enum / node / resource)
- [ ] Every state has explicit `enter()` and `exit()` methods (or equivalent)
- [ ] All transitions are named explicitly — no implicit fallthrough between states
- [ ] Animations are started in `enter()` and cleaned up in `exit()` where needed
- [ ] No circular transition loops that could cause infinite recursion in a single frame
- [ ] Flat FSM is replaced with hierarchical or parallel when states exceed ~8 or span multiple concerns
- [ ] Parallel state machines don't modify the same state (e.g., both setting velocity) — one concern per machine
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