UniState is a code architecture framework for Unity, designed around State pattern. Offers high performance and excellent scalability, ideal for complex Unity projects.
- Getting Started
- Installation
- Framework Philosophy
- API Details and Usage
- Integrations
- License
Step 1:
Install UniState by adding the following URL to Unity Package Manager:
https://github.com/bazyleu/UniState.git?path=Assets/UniState#1.1.0
.
Details on installation are available here.
Step 2: Create a state by defining a class that inherits from StateBase
or StateBase<T>
. Example transition logic:
public class MainMenuState : StateBase
{
public override async UniTask<StateTransitionInfo> Execute(CancellationToken token)
{
// Add your state logic here
return Transition.GoTo<GameplayState>();
}
}
public class GameplayState : StateBase
{
public override async UniTask<StateTransitionInfo> Execute(CancellationToken token)
{
// Add your state logic here
return Transition.GoBack();
}
}
Detailed information about creating states is available here.
Step 3: Configure Dependency Injection (DI) by registering the state machine and states in the DI container.
builder.RegisterStateMachine<StateMachine>();
builder.RegisterState<MainMenuState>();
builder.RegisterState<GameplayState>();
Additional information on DI configuration is available here.
Step 4: Create and run the state machine by specifying the initial state.
public class Game
{
private IObjectResolver _objectResolver;
private CancellationTokenSource _ctx;
public async void Run()
{
var stateMachine = StateMachineHelper.CreateStateMachine<StateMachine>(_objectResolver.ToTypeResolver());
await stateMachine.Execute<MainMenuState>(_ctx.Token);
}
}
More details on running the state machine can be found here.
That is it! Your first project with UniState is set up.
- Requires Unity version 2022.3 or higher.
- Requires UniTask package installed. Guide regarding UniTask installation can be found on Cysharp/UniTask README.
You can add https://github.com/bazyleu/UniState.git?path=Assets/UniState
to Package Manager.
It is a good practice to specify target version, UniState uses the *.*.*
release tag so you can specify a version
like #1.1.0
. For example https://github.com/bazyleu/UniState.git?path=Assets/UniState#1.1.0
.
You can find latest version number here.
You can add "com.bazyleu.unistate": "https://github.com/bazyleu/UniState.git?path=Assets/UniState"
(or with version
tag https://github.com/bazyleu/UniState.git?path=Assets/UniState#1.1.0
) to Packages/manifest.json
.
All dependencies for states, commands, and other entities should be passed through the constructor. UniState supports automatic integration with the most popular DI frameworks for Unity. Refer to the integration documentation for more details. Dependencies must be registered in your DI framework, and they will automatically be resolved when creating state, state machine.
A state is an abstraction that represents a specific condition or phase of the game, often corresponding to a "screen" that the user interacts
with. For example, the main menu is a state, a settings popup is another state, and gameplay itself may take place in a
separate GameplayState
. When the user opens a shop popup, they may transition into a ShopState
. However, states are
not always tied to visual elements. Some states, like GameLoadingState
, may handle background processes such as
loading resources.
State class contains all logic related to that state including loading and unloading resources. UniState does not restrict the use of other frameworks or patterns, meaning you can freely use whatever suits your needs. You could, for example, run controllers and follow an MVC approach, follow MVVM approach, or even execute ECS code within a state.
The key concept of the framework is that once a state is exited, all resources it allocated should be released. For details on how to do this see Disposables.
It is not recommended to use Unity GameObjects directly inside states, as it reduces testability and increases code coupling. A better approach is to load GameObjects through an abstraction and use them as an interface (essentially as a View in UniState). Add a handler for unloading to the Disposables of the state that loaded it. All approaches / patterns which were mentioned above support this, and you can choose any based on your preferences, as this functionality is outside the scope of UniState.
//Popup prefab (Monobehaviour, view)
public class SimplePopupView : ISimplePopupView, Monobehaviour
{
//...
}
// Simple popup state example
public class SimplePopupState : StateBase
{
private ISimplePopupView _view;
public override async UniTask Initialize(CancellationToken token)
{
_view = LoadPopupView(token);
Disposables.Add(UnloadShopView);
}
public override async UniTask<StateTransitionInfo> Execute(CancellationToken token)
{
await _view.Show(token);
await _view.WaitForClick(token);
return Transition.GoBack();
}
public override async UniTask Exit(CancellationToken token)
{
await _view.Hide(token);
}
// The implementation of this method depends on other frameworks/patterns used in the project.
private ISimplePopupView LoadShopView(CancellationToken token)
{
// Loading logic
}
private void UnloadShopView()
{
// Unloading logic
}
}
If the popup is complex with multiple features, it could be represented as its own state machine. In cases where you have a complex popup with its own state machine, it’s important to allocate resources specific to the popup before launching the separate state machine, ensuring they are properly cleaned up after the state machine exits.
// This state loads resources, adds them to Disposables, and runs the internal state machine for ShopPopup.
// When the StateMachine completes its execution, RootShopPopupState finishes and releases its resources.
public class RootShopPopupState : StateBase
{
public override async UniTask Initialize(CancellationToken token)
{
// Load ShopView (a Unity GameObject) and create an IDisposable handler that
// will unload the GameObject after Disposing.
// After that, the GameObject will be available as IShopView in internal states.
var disposable = LoadShopView();
Disposables.Add(disposable);
}
public override async UniTask<StateTransitionInfo> Execute(CancellationToken token)
{
var stateMachine = StateMachineFactory.Create<StateMachine>();
// Run the internal state machine for ShopPopup.
// In all states inside this state machine, all resources allocated in this state will be available.
await stateMachine.Execute<ShopPopupIdleState>(cts.Token);
return Transition.GoBack();
}
// The implementation of this method depends on other frameworks/patterns used in the project.
private IDisposable LoadShopView()
{
// Loading logic
}
}
public class ShopPopupIdleState : StateBase
{
// IShopView is a Unity GameObject loaded in RootShopPopupState (outside the current state machine).
// IShopView will be available as long as RootShopPopupState is running,
// meaning throughout the entire internal state machine's operation.
private IShopView _view;
public ShopPopupIdleState(IShopView view)
{
_view = view;
}
public override async UniTask<StateTransitionInfo> Execute(CancellationToken token)
{
var action = await _view.Show(token);
// Transition logic with 'action'
}
}
A state is a fundamental unit of logic in an application, often representing different screens or states, such as an idle scene, main menu, popup, or a specific state of a popup.
To create your custom state, you can inherit from StateBase
or StateBase<T>
. Use StateBase<T>
if you need to pass
parameters to the state.
For highly customized states, you can manually implement the IState<TPayload>
interface. However, in most
cases, StateBase
will suffice.
// Simple State Inheritance
public class FooState : StateBase
{
public override async UniTask<StateTransitionInfo> Execute(CancellationToken token)
{
// State logic here
}
}
// State with Parameters
public class FooStateWithPayload : StateBase<FooPayload>
{
public override async UniTask<StateTransitionInfo> Execute(CancellationToken token)
{
// Get payload
FooPayload payload = Payload;
// State logic with payload here
}
}
//Custom State Implementation
public class CustomFooState : IState<MyParams>
{
public async UniTask Initialize(CancellationToken token)
{
// Initialization logic
}
public async UniTask<StateTransitionInfo> Execute(MyParams payload, CancellationToken token)
{
// Execution logic with payload
}
public async UniTask Exit(CancellationToken token)
{
// Exit logic
}
public void Dispose()
{
// Cleanup logic
}
}
The lifecycle of a state consists of four stages, represented by the following methods:
-
Initialize
- Used for initializing resources, such as loading prefabs, subscribing to events, etc.
-
Execute
- The only method that must be overridden in
StateBase
. It contains the main logic of the state and remains active until it returns a result with a transition to another state. For example, a state displaying a popup might wait for button presses and handle the result here. See the State Transitions section for more details.
- The only method that must be overridden in
-
Exit
- Completes the state's work, such as unsubscribing from buttons and closing the popup (e.g., playing a closing animation).
-
Dispose
- Cleans up resources. If you inherit from
StateBase
, this method does not need implementation.
- Cleans up resources. If you inherit from
The Execute
method of a state should return a StateTransitionInfo
object, which dictates the next actions of the
state machine. To simplify its generation, you can use the Transition
property in StateBase
. The possible transition
options are:
-
GoTo
- Used to transition to another state. If the state contains a payload, it should be passed to
GoTo
.
- Used to transition to another state. If the state contains a payload, it should be passed to
-
GoBack
- Returns to the previous state. If there is no previous state (the current state is the first), it will exit the state machine. See the State Machine section for more details.
-
GoToExit
- Exits the current state machine. See the State Machine section for more details.
public class ExampleState : StateBase
{
public override async UniTask<StateTransitionInfo> Execute(CancellationToken token)
{
var transition = await DoSomeAsyncLogic(token);
switch (transition)
{
case TransitionExample.GoTo:
return Transition.GoTo<FooState>();
case TransitionExample.GoToWithPayload:
var payload = 42;
return Transition.GoTo<BarState, int>(payload);
case TransitionExample.GoToAbstract:
return Transition.GoTo<IFooState>();
case TransitionExample.GoBack:
return Transition.GoBack();
case TransitionExample.GoToExit:
return Transition.GoToExit();
default:
return Transition.GoToExit();
}
}
private UniTask<TransitionExample> DoSomeAsyncLogic(CancellationToken token)
{
// Some logic here
return UniTask.FromResult(TransitionExample.GoTo);
}
}
Disposables are a part of StateBase
that allow users to tie IDisposable
references and delegates to state's
lifetime, guaranteeing disposal and delegate execution on state's Dispose
, without overriding the method
public class LoadingState : StateBase<ILoadingScreenView>
{
private CancellationTokenSource _loadingCts;
public override async UniTask<StateTransitionInfo> Execute(CancellationToken token)
{
// State's disposable references
_loadingCts = CancellationTokenSource.CreateLinkedTokenSource(token);
Disposables.Add(_loadingCts);
// Handling of subscriptions with locality of behaviour
Payload.CancelClicked += OnCancelLoadingClicked;
Disposables.Add(() => Payload.CancelClicked -= OnCancelLoadingClicked);
try
{
await Payload.PretendToWork(_loadingCts.Token);
}
catch (OperationCancelledException) when (!token.IsCancellationRequested)
{
return Transition.GoBack();
}
return Transition.GoTo<NextState>();
}
private void OnCancelLoadingClicked()
{
_loadingCts.Cancel();
}
}
It is possible to customize the behavior of a specific state using the StateBehaviour
attribute.
This attribute has the following parameters:
-
ProhibitReturnToState (default value: false): When enabled, this state cannot be returned to via
Transition.GoBack()
. The state with this attribute will be skipped, and control will return to the state before it. This behavior can be useful for states that represent 'loading', there is no point of returning to loading. -
InitializeOnStateTransition (default value: false): When enabled, the initialization of the state will begin before exiting the previous state. Technically, this means
Initialize()
of the state will be called beforeExit()
of the previous state. This behavior can be useful for seamless transitions in complex animations, where the state represents only part of the animation.
[StateBehaviour(ProhibitReturnToState = true)]
public class FooState: StateBase
{
//...
}
[StateBehaviour(InitializeOnStateTransition = true)]
public class BarState: StateBase
{
//...
}
[StateBehaviour(InitializeOnStateTransition = true, ProhibitReturnToState = true)]
public class BazState: StateBase
{
//...
}
The state machine is the entry point into the framework, responsible for running states.
To create the initial state machine, use the
helper StateMachineHelper.CreateStateMachine<TSateMachine>(ITypeResolver typeResolver)
.
-
TSateMachine: Any class implementing
IStateMachine
. You can use the standardStateMachine
or create custom ones by inheriting fromStateMachine
or implementingIStateMachine
. -
ITypeResolver: Used to create the state machine. It acts as a factory for creating states and other state machines. You can implement it yourself or use the provided implementation from DI frameworks like VContainer or Zenject via the
.ToTypeResolver()
extension. See Integrations for supported frameworks or Custom type resolvers for cases if you DI framework is not supported out of the box or you do not have DI framework.
After creating the state machine, you can run it with the specified state:
await stateMachine.Execute<FooState>(cts.Token);
var payload = new BarPayload();
await stateMachine.Execute<BarState>(payload, cts.Token);
Any state can create and run a state machine within itself using the StateMachineFactory
property. This is the
recommended method for creating a state machine inside a state.
ITypeResolver _newContext;
public UniTask<StateTransitionInfo> Execute(CancellationToken token)
{
var stateMachine = StateMachineFactory.Create<StateMachine>();
await stateMachine.Execute<FooState>(cts.Token);
var stateMachineWithNewContext = StateMachineFactory.Create<StateMachine>(_newContext);
await stateMachineWithNewContext.Execute<FooState>(cts.Token);
...
}
The state machine maintains a history of transitions between states, allowing for the use of Transition.GoBack()
. The
size of this history can be customized through the StateMachineLongHistory.MaxHistorySize
property (default value is
15). If more transitions occur than the history size, only the most recent transitions will be retained, with no
overhead or errors resulting from the limit.
Setting MaxHistorySize = 0
disables the history, causing Transition.GoBack()
to exit the state machine directly.
public class StateMachineWithDisabledHistory : StateMachine
{
protected override int MaxHistorySize => 0;
}
In UniState, state machine error handling can be customized to control how exceptions within states are processed. The
primary mechanism for this is the HandleError()
method, which you can override in your custom state machine. This
method is called whenever an exception occurs, allowing you to define specific logic to handle errors.
Exceptions are caught and processed internally without propagating further, except for OperationCanceledException
,
which will stop the state machine. StateMachineErrorData
provides metadata related to exceptions, and
StateMachineErrorData.State
may be null
if StateMachineErrorType
is set to StateMachineFail
.
public class BarStateMachine : StateMachine
{
protected override void HandleError(StateMachineErrorData errorData)
{
// Custom logic here
}
}
To halt state machine execution after an exception, include a throw
statement in HandleError()
:
In the example provided, the state machine will terminate after encountering a second exception within the same state in a row.
public class FooStateMachine : StateMachine
{
private Type _lastErrorState;
protected override void HandleError(StateMachineErrorData errorData)
{
var stateType = errorData.State?.GetType();
if (stateType != null && _lastErrorState == stateType)
{
// Stop state mahine execution and throw an exception out
throw new Exception($"Second exception in same state.", errorData.Exception);
}
_lastErrorState = stateType;
}
}
If an exception is encountered in a state’s Initialize()
or Exit()
methods, the state machine will continue working.
However, if an exception occurs in the state’s Execute()
method, the state machine defaults to a
GoBack()
operation, as though Transition.GoBack()
were returned. You can override this behavior by customizing
BuildRecoveryTransition
, which receives an IStateTransitionFactory
to specify any desired transition for error
recovery.
When an exception occurs in Execute()
, HandleError
will be invoked first, followed by BuildRecoveryTransition
.
public class BarStateMachine : StateMachine
{
// If exception occurs in the state in the Execute() method, the state machine will go to the ErrorPopupState.
protected override StateTransitionInfo BuildRecoveryTransition(IStateTransitionFactory transitionFactory)
=> transitionFactory.CreateStateTransition<ErrorPopupState>();
}
When creating a state machine, you can use your custom interface. Interface should be inherit from IStateMachine
. This
allows to implement additional, customized behavior.
public interface IExtendedStateMachine : IStateMachine
{
public void RunCustomLogic();
}
Once your custom interface is implemented, you can utilize a special version of the API that returns your interface. This can be useful for adding custom logic to the state machine.
// Option 1: Creating ExtendedStateMachine as entry point
var stateMachine = StateMachineHelper.CreateStateMachine<ExtendedStateMachine, IExtendedStateMachine>(
typeResolver);
// Option 2: Creating ExtendedStateMachine inside states
var stateMachine = StateMachineFactory.Create<ExtendedStateMachine, IExtendedStateMachine>();
// Custom state machine has extended api that is defined by IExtendedStateMachine interface
stateMachine.RunCustomLogic();
// Custom state machine can run states like default state machine
await stateMachine.Execute<FooState>(cancellationToken);
UniState natively supports sub-containers and sub-contexts available in modern DI frameworks.
When creating a state machine inside a state, you can use two method overloads:
StateMachineFactory.Create<TSateMachine>()
StateMachineFactory.Create<TSateMachine>(ITypeResolver typeResolver)
If the version without ITypeResolver
is used, the context is inherited from the parent state machine.
If ITypeResolver
is passed, it will have a new context.
For smaller projects, it's recommended to use the simplified version without creating a new context:
StateMachineFactory.Create<TSateMachine>();
For larger projects using sub-containers/sub-contexts in your DI framework to manage resources more efficiently, you can
pass them into Create
to force the state machine to use them for creating states and dependencies. Thus, UniState
supports this natively without additional actions required from you.
While UniState provides ITypeResolver
implementations for modern DI frameworks out of the box, you can create custom implementations, tailored to your needs
An example of ITypeResolver
with automatic state bindings for Zenject/Extenject:
public class ZenjectAutoBindTypeResolver : ITypeResolver
{
...
public object Resolve(Type type)
{
if (!type.IsAbstract && !type.IsInterface && !_container.HasBinding(type))
{
_container.BindState(type);
}
return _container.Resolve(type);
}
}
If you do not have DI framework you have to implement ITypeResolver by your own by manually creating requested states and state machines.
Composite State is essential for complex areas of an application likely to be worked on by multiple people simultaneously. They consist of various independent sub states, each with its own logic.
To create a composite state, inherit from CompositeStateBase
(or implement the ICompositeState
interface for more
detailed control). You can also use the ready-made implementation DefaultCompositeState
(see
the DefaultCompositeState section). No additional actions are needed.
SubStates are states tied to a composite state, created and run simultaneously with it. To create a SubState, inherit
from SubStateBase
or implement the ISubState
interface for greater customization. When creating a sub state, specify
the parent composite state as a generic parameter, e.g., FooSubState : SubStateBase<BarCompositeState>
. In all other
aspects, it functions like a regular state.
A ready-to-use implementation for a composite state that propagates Initialize
, Execute
, and Exit
methods to all
SubStates within it. The result of the Execute
method will be the first completed Execute
method among all sub
states.
If you use DefaultCompositeState
and it is executed without any SubStates, its Execute
method will throw
an InvalidOperationException
.
To use DefaultCompositeState
, simply inherit your composite state from it. Here's an example:
internal class FooCompositeState : DefaultCompositeState
{
}
internal class BazSubState : SubStateBase<DefaultCompositeState>
{
}
internal class BarSubState : SubStateBase<DefaultCompositeState>
{
}
UniState supports integrations with the most popular DI containers. If these frameworks are installed via UPM, everything will work out of the box, and no additional actions are required.
GitHub: VContainer
If the VContainer is installed via UPM, you can skip this step and proceed to the VContainer Usage
section.
If the package is not installed via UPM, you need to manually add the UNISTATE_VCONTAINER_SUPPORT
define symbol in
Scripting Define Symbols (Player Settings -> Player -> Scripting Define Symbols).
To use it, convert VContainer.IObjectResolver
to UniState.ITypeResolver
by calling the extension ToTypeResolver()
and pass it to the state machine.
// Object resolver with main or child scope from VContainer
VContainer.IObjectResolver _objectResolver;
// Convert VContainer.IObjectResolver to ITypeResolver.TypeResolver
var typeResolver = _objectResolver.ToTypeResolver();
// Create state machine with VContainer support
var stateMachine = StateMachineHelper.CreateStateMachine<StateMachine>(typeResolver);
All state machines, states and their dependencies should be registered in DI container.
For convenient registering of states and state machines, special extension methods are available. The main ones
are RegisterStateMachine
and RegisterState
, which register both the classes themselves and all interfaces implemented by
these classes.
However, if you need to implement a transition into a state or launch a state machine via a base/abstract class, you
should use RegisterAbstractStateMachine
and RegisterAbstractState
.
Here's an example code:
private void RegisterStates(IContainerBuilder builder)
{
// Use this registration creating state machine via class or interface.
// For example: StateMachineHelper.CreateStateMachine<BarStateMachine>(...)
// For example: StateMachineHelper.CreateStateMachine<IBarStateMachine>(...)
builder.RegisterStateMachine<BarStateMachine>();
// Use this registration creating state machine via base/abstract class.
// For example: StateMachineHelper.CreateStateMachine<FooStateMachineBase>(...)
builder.RegisterAbstractStateMachine<FooStateMachineBase, FooStateMachine>();
// Use this registration for transitions to class or interface.
// For example: Transition.GoTo<BarState>() or Transition.GoTo<IBarState>()
builder.RegisterState<BarState>();
// Use this registration for transitions to base/abstract class.
// For example: Transition.GoTo<FooStateBase>()
builder.RegisterAbstractState<FooStateBase, FooState>();
}
You can always skip the extensions and register directly if you need custom behavior.
If the Zenject / Extenject is installed via UPM, you can skip this step and proceed to
the Zenject Usage section.
If the package is not installed via UPM, you need to manually add the UNISTATE_ZENJECT_SUPPORT
define symbol in
Scripting Define Symbols (Player Settings -> Player -> Scripting Define Symbols).
To use it, convert Zenject.DiContainer
to UniState.ITypeResolver
by calling the extension ToTypeResolver()
and
pass it to the state machine.
// Zenject container / sub container
Zenject.DiContainer container;
// Convert Zenject.DiContainer to ITypeResolver.TypeResolver
var typeResolver = container.ToTypeResolver();
// Create state machine with Zenject support
var stateMachine = StateMachineHelper.CreateStateMachine<StateMachine>(typeResolver);
All state machines, states and their dependencies should be registered in DI container.
For convenient registering of states and state machines, special extension methods are available. The main ones
are BindStateMachine
and BindState
, which bind both the classes themselves and all interfaces implemented by
these classes.
However, if you need to implement a transition into a state or launch a state machine via a base/abstract class, you
should use BindAbstractStateMachine
and BindAbstractState
.
Here's an example code:
private void BindStates(DiContainer container)
{
// Use this registration creating state machine via class or interface.
// For example: StateMachineHelper.CreateStateMachine<BarStateMachine>(...)
// For example: StateMachineHelper.CreateStateMachine<IBarStateMachine>(...)
container.BindStateMachine<BarStateMachine>();
// Use this registration creating state machine via base/abstract class.
// For example: StateMachineHelper.CreateStateMachine<FooStateMachineBase>(...)
container.BindAbstractStateMachine<FooStateMachineBase, FooStateMachine>();
// Use this registration for transitions to class or interface.
// For example: Transition.GoTo<BarState>() or Transition.GoTo<IBarState>()
container.BindState<BarState>();
// Use this registration for transitions to base/abstract class.
// For example: Transition.GoTo<FooStateBase>()
container.BindAbstractState<FooStateBase, FooState>();
}
This library is under the MIT License. Full text is here.