The bit about running multiple independent FSMs on a single Transform without collisions really caught my attention nice job pushing architecture forward here curious if you have seen teams struggle more with the mental shift than the implementation itself?
FSM API (Advanced) for Unity
2 Comments
@[Ben Kiehl]
Hi Ben, thanks for the great question and the kind words—we're thrilled the Multi-Context FSM capability caught your eye! That feature is the linchpin for escaping the traditional Unity architecture's entanglement.
You've hit on a crucial point: the 'mental shift' versus the implementation struggle.
My honest answer right now is I don't have enough early data to say what the biggest hurdle will be for teams adopting it. The package is just out, and while we've done extensive internal testing, the real-world team dynamics are still an unknown.
I strongly suspect you're right, though. Any architectural change that moves away from the familiar Update()/component-driven style requires people to stop thinking about "what code runs" and start thinking about "what state the object is in."
That's why we invested so heavily in the Theory Guide and accessible documentation—to help bridge that conceptual gap for the whole team.
We're eager to start hearing those stories! Our goal is to make the implementation so straightforward that the only struggle is a momentary, productive pause as the team realizes they don't have to wrestle with Update() spaghetti anymore.
Thanks again for the insightful comment!
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