Really cool how the FSM approach keeps the rotation logic clean and reusable. Makes me wonder, could this same setup handle movement patterns too, not just rotation?
Building a Reusable State Machine for Oscillating Rotation in Unity
2 Comments
@[Muzzamil Abbas]
Thanks, Muzzamil!
Exactly — that’s the beauty of the Context + FSM setup. Once you’ve separated logic from data, rotation is just one possible behavior.
We actually extended this pattern into a full mini-series:
[Applying the FSM Context Pattern to Scaling: The Reusable ScalarFSM] — using the same architecture for dynamic scaling.
[Completing the Motion Trilogy: The Reusable TranslationFSM] — bringing smooth, reusable translation logic into play.
[The Grand Finale: Orchestrating Complex Motion with Multi-Context FSMs] — combining rotation, translation, and scale under one coordinated system.
Each one builds on the same principle: one FSM blueprint, infinite reusable behaviors.
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