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Game Dev Essentials: State Machines in Unity

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  • 62 Students
  • Updated 1/2026
4.8
(05 Ratings)
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Course Information

Registration period
Year-round Recruitment
Course Level
Study Mode
Duration
11 Hour(s) 44 Minute(s)
Language
English
Taught by
Lucas Rybzinski Pinto
Rating
4.8
(05 Ratings)

Course Overview

Game Dev Essentials: State Machines in Unity

AAA Game Industry Technique to control Characters, Objects and more

Say goodbye to spaghetti code, no more floating variables intercommunicating for reasons that you cant remember the day after. State Machines is a powerful technique that will allow you to avoid spaghetti code, make it scalable and easier to maintain.
Learn techniques that professional Game Developers from Industry are vastly using to create complex games.
This course is designed for game programmers that want to create really scalable code using techniques that are vastly used in many AAA games that you have played.


Not only learning how to implement State Machine in any of your games but during this course you will learn a lot of cool tips, techniques and ideas on how to architect your code, how to write code that is easier to maintain and scale, useful insights and a little bit of philosophy that will make you a more mature developer.

Introduction - Here I will explain more about the idea of state machines, present a few of my coding conventions and habits that can be useful for you and will install and have an overview in the Unity Editor.
Chest Example - In this section I will create the most basic example that we can (later) apply state machines. Here we still don't know about state machines but this is not an excuse to discuss and write GOOD code.

Bear Example - Here you will learn what a bad code is. We will implement the behavior of the Bear using spaghetti code to the point it is unproductive and you will be asking "okay, I got it but what can we do about it?"
Character Example - At this point we are preparing the ground to dive into State Machines but first we need some base thing to control and some code architecture to use

State Machine Implementation - Create a simple and reusable code to use in this project and in any other Unity C# project that you want.
Refactoring with State Machines - Lets reopen the Chest example and now refactor it using our new knowledge of State Machines.

Character Example (Part 2) - This is the core of the course, here is where you will definitely learn state machines applying over and over again until you are tired and the concept is in your head.

Final Challenge - Now that you are used to State Machines we are going to develop a more complex case using it so you can cover more different details to be able to cover the need for your games.


By the end of this course you will be tired of hearing the word "State Machine" but happy to have this new ability to implement anything in your mind.

Course Content

  • 8 section(s)
  • 79 lecture(s)
  • Section 1 Introduction
  • Section 2 Chest Example - From Absolute Zero
  • Section 3 Bear Example - Spaghetti Code Example
  • Section 4 Character Example - Base
  • Section 5 State Machines Implementation
  • Section 6 Refactoring with State Machines
  • Section 7 Character Example - Diving into State Machines
  • Section 8 Final Challenge - Climbing

What You’ll Learn

  • Learn Game Industry Strategy that you can apply to your games, Create Maintainable and Scalable Code, How to Implement and Reuse State Machines in any game, code or engine, How to separate logic, visual and data in your code that are less dependent of Monobehaviour class, Tricks to link your code with your animations, Learn from absolute simple cases to growing complexity until you are able to use State Machines in any game engine or code

Skills covered in this course


Reviews

  • J
    JJW
    4.0

    상태 머신 시스템에 대해 체계적으로 잘 설명되어 있네요. 다만, 상태 머신만을 다루는 강의치고는 가격이 다소 비싼 것 같아 별 하나를 뺐습니다.

  • R
    Raphael Sudário Cruvinel
    5.0

    This course is a masterpiece on internet! It is very detailed and shows how to apply good practices on our code. In my opinion, after you know the basics the Programmer must seek "patterns" and deepen your knowledge. This course shows the way to reach that in a feasible language that anyone can follow and apply the techniques right away with the teaching approach of "how not to do it" and "how to do it". Great course as the others!

  • S
    Spayke
    5.0

    This is really good introduction to statemachines, very good intermediate course with explaining of code. I hope to see more intermediate courses in the future! Especially explanation of code patterns

  • B
    Bruna Soares de Sá
    5.0

    An excellent course for learning about state machines in games. The topic is complex, but the way Lucas explains it makes everything quite clear.

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