state-machine

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.


1. Approach Comparison

ApproachComplexityBest For
Enum-BasedLowSimple objects, fewer than 5 states
Node-BasedMediumCharacters with complex behavior
Resource-BasedHighData-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

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

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)

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)

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)

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)

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)

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

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.


5. Hierarchical and Parallel State Machines

When a single flat FSM grows beyond 8–10 states, or when separate concerns (movement, combat, animation) create a combinatorial explosion, split into hierarchical or parallel machines.

The Problem: State Explosion

A character with 3 movement states (idle, walk, run) and 3 combat states (none, attack, block) creates 9 combined states in a flat FSM. Add crouching and that's 18. Hierarchical/parallel machines keep it at 3 + 3 = 6.

Approach A: Hierarchical (Nested State Machines)

States can contain sub-state machines. The outer machine handles high-level states; inner machines handle details.

Scene Tree:

Player (CharacterBody2D)
└── StateMachine (handles: OnGround, InAir, Climbing)
    ├── OnGround (contains sub-states: Idle, Walk, Run, Crouch)
    │   └── SubStateMachine
    │       ├── Idle
    │       ├── Walk
    │       ├── Run
    │       └── Crouch
    ├── InAir (contains sub-states: Jump, Fall, DoubleJump)
    │   └── SubStateMachine
    │       ├── Jump
    │       ├── Fall
    │       └── DoubleJump
    └── Climbing

GDScript — Hierarchical State (extends the Node-based State from Section 3):

# hierarchical_state.gd — a state that owns a sub-state machine
class_name HierarchicalState
extends State

@export var sub_state_machine: StateMachine

func enter() -> void:
	if sub_state_machine:
		sub_state_machine.set_physics_process(true)
		sub_state_machine.set_process(true)
		# Sub-machine starts from its initial state
		sub_state_machine.current_state.enter()

func exit() -> void:
	if sub_state_machine:
		sub_state_machine.current_state.exit()
		sub_state_machine.set_physics_process(false)
		sub_state_machine.set_process(false)

func physics_update(delta: float) -> String:
	# Check for transitions OUT of this hierarchical state first
	if not entity.is_on_floor():
		return "InAir"
	# Otherwise, let the sub-machine handle it internally
	return ""

C# — Hierarchical State:

public partial class HierarchicalState : State
{
    [Export] public StateMachine SubStateMachine { get; set; }

    public override void Enter()
    {
        if (SubStateMachine != null)
        {
            SubStateMachine.SetPhysicsProcess(true);
            SubStateMachine.SetProcess(true);
            SubStateMachine.CurrentState.Enter();
        }
    }

    public override void Exit()
    {
        if (SubStateMachine != null)
        {
            SubStateMachine.CurrentState.Exit();
            SubStateMachine.SetPhysicsProcess(false);
            SubStateMachine.SetProcess(false);
        }
    }

    public override string PhysicsUpdate(double delta)
    {
        if (!Entity.IsOnFloor()) return "InAir";
        return string.Empty;
    }
}

Approach B: Parallel State Machines

Run multiple independent state machines simultaneously. Each handles a different concern.

Scene Tree:

Player (CharacterBody2D)
├── MovementSM (StateMachine: Idle, Walk, Run, Jump, Fall)
├── CombatSM   (StateMachine: None, Attack, Block, Dodge)
└── AnimationSM (StateMachine: reads from Movement + Combat to pick animation)

GDScript — Parallel machines on a character:

extends CharacterBody2D

@onready var movement_sm: StateMachine = $MovementSM
@onready var combat_sm: StateMachine = $CombatSM

func _physics_process(delta: float) -> void:
	# Both machines update independently each frame.
	# The StateMachine class (Section 3) handles its own _physics_process.
	# Movement and combat don't interfere with each other.
	move_and_slide()

func get_animation_name() -> String:
	# Combine states to pick the right animation
	var move_state: String = movement_sm.current_state.name
	var combat_state: String = combat_sm.current_state.name

	if combat_state == "Attack":
		return "attack"  # combat overrides movement animation
	match move_state:
		"Run":
			return "run"
		"Jump", "Fall":
			return "air"
		_:
			return "idle"

C#:

public partial class ParallelPlayer : CharacterBody2D
{
    private StateMachine _movementSM;
    private StateMachine _combatSM;

    public override void _Ready()
    {
        _movementSM = GetNode<StateMachine>("MovementSM");
        _combatSM = GetNode<StateMachine>("CombatSM");
    }

    public override void _PhysicsProcess(double delta)
    {
        MoveAndSlide();
    }

    public string GetAnimationName()
    {
        string moveState = _movementSM.CurrentState.Name;
        string combatState = _combatSM.CurrentState.Name;

        if (combatState == "Attack") return "attack";
        return moveState switch
        {
            "Run" => "run",
            "Jump" or "Fall" => "air",
            _ => "idle"
        };
    }
}

Which to Choose

PatternUse When
Flat FSM≤ 8 states, single concern
HierarchicalStates naturally nest (OnGround has sub-states), transitions exist between top-level groups
ParallelIndependent concerns (movement + combat + animation), no nesting relationship

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