InputActionEventSystem VS StateMachine

Compare InputActionEventSystem vs StateMachine and see what are their differences.

InputActionEventSystem

Input Action Event System is a input system that pairs inputs and events together, this helps with prototyping faster. (by MarquisMc)

StateMachine

Drag and Drop Finite State Machine where the game designer can switch between different states and its state transitions with out having to code. (by MarquisMc)
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InputActionEventSystem StateMachine
1 2
2 8
- -
0.0 0.0
almost 2 years ago almost 2 years ago
C# C#
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

InputActionEventSystem

Posts with mentions or reviews of InputActionEventSystem. We have used some of these posts to build our list of alternatives and similar projects.

StateMachine

Posts with mentions or reviews of StateMachine. We have used some of these posts to build our list of alternatives and similar projects.

What are some alternatives?

When comparing InputActionEventSystem and StateMachine you can also consider the following projects:

UnityHFSM - A simple yet powerful class-based hierarchical finite state machine for Unity

SUSMachine - A Simple Unity State Machine with a nice API and automatic transition support. No reflection, string names, or need to inherit anything.