How To Make A State Machine Character Controller - Advanced Unity Tutorial

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Published on Nov 03, 2025 This response is partially generated with the help of AI. It may contain inaccuracies.

Table of Contents

Introduction

This tutorial will guide you through creating a state machine character controller in Unity, as demonstrated in the Dapper Dino YouTube video. A state machine is a powerful design pattern that helps manage the various states of a game character, making it easier to control animations, movements, and behaviors. By the end of this tutorial, you'll have a solid understanding of how to implement a state machine in Unity.

Step 1: Understand the Basics of a State Machine

  • A state machine consists of different states (like walking, jumping, or idle) and transitions between these states.
  • Each state handles specific behaviors and animations.
  • Familiarize yourself with the Unity Animator, as it will be essential for managing animations in your character controller.

Step 2: Set Up Your Unity Project

  1. Open Unity and create a new 3D project.
  2. Import any necessary assets for your character and environment.
  3. Set up a basic scene with a character model, ensuring it has an Animator component attached.

Step 3: Create the State Machine

  1. Open the Animator window (Window > Animation > Animator).
  2. Create a new Animator Controller by right-clicking in the Assets folder and selecting Create > Animator Controller.
  3. Name your Animator Controller and assign it to your character's Animator component.
  4. In the Animator window, add states for each character action:
    • Idle
    • Walking
    • Jumping
  5. Set up transitions between states:
    • Right-click on a state and select “Make Transition” to create connections between states.

Step 4: Implement the State Logic

  1. Create a new C# script (e.g., CharacterController) and attach it to your character.
  2. In the script, define your states using an enum:
    public enum CharacterState
    {
        Idle,
        Walking,
        Jumping
    }
    
  3. Create a variable to hold the current state:
    public CharacterState currentState;
    

Step 5: Handling Input and State Changes

  1. Inside the Update method of your script, handle user input to change states:
    void Update()
    {
        if (Input.GetKey(KeyCode.W))
        {
            ChangeState(CharacterState.Walking);
        }
        else if (Input.GetKeyDown(KeyCode.Space))
        {
            ChangeState(CharacterState.Jumping);
        }
        else
        {
            ChangeState(CharacterState.Idle);
        }
    }
    
  2. Create a method to change states and update the Animator:
    void ChangeState(CharacterState newState)
    {
        if (currentState != newState)
        {
            currentState = newState;
            animator.SetTrigger(currentState.ToString());
        }
    }
    

Step 6: Add Animations to States

  1. Import your character animations into Unity.
  2. In the Animator window, select each state and assign the corresponding animation clip.
  3. Ensure that transitions are smooth by adjusting transition settings such as duration and conditions.

Step 7: Test Your Character Controller

  1. Press Play in Unity to test your character.
  2. Use the designated keys (e.g., W for walking, Space for jumping) to see how your character responds.
  3. Adjust any animations or state transitions as necessary for smoother gameplay.

Conclusion

You have successfully created a state machine character controller in Unity. This system allows for organized management of character behaviors, enhancing your game's interactivity. Next steps include refining animations, adding more complex behaviors, or integrating this controller into a larger game system. Keep experimenting and happy developing!