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Game Dev Essentials – State Machines in Unity by Lucas Rybzinski Pinto
Learn how to build scalable, maintainable game code by mastering State Machines through practical examples and real-world refactoring.
This course is all about killing spaghetti code and building game logic that actually scales. You’ll learn how to implement State Machines in Unity, starting from the simplest chest-opening example and working up to a full character controller with movement, climbing, pushing, and pulling. No abstract theory here — you’ll refactor messy code, separate data from logic, and build systems that are reusable across any project.
🎯 What you’ll learn
Implement reusable State Machine systems in Unity C#
*actor spaghetti code into maintainable, scalable architecture
Separate logic, visual, and data layers from MonoBehaviour dependencies
Link animations to code using Animation Events and state-driven logic
Apply State Machines to characters, interactive objects, and complex behaviors
✅ Requirements
Skills: Intermediate knowledge of Unity Game Engine. Beginners can follow along but it will be challenging.
Tools: Unity Editor, a code editor like Visual Studio or Rider.
📝 Description
Say goodbye to spaghetti code. No more floating variables intercommunicating for reasons you can’t remember the day after. State Machines are a powerful technique that will help you avoid messy code, make it scalable, and easier to maintain. These are the same techniques professional game developers use to create complex AAA games.
This course isn’t just about implementing a State Machine. You’ll pick up a ton of practical tips on how to architect your code, write maintainable systems, and think like a more mature developer. The progression is smart: you start with a simple chest example, then see what bad code looks like with the Bear example, and finally build a full character controller with jumping, crouching, rolling, pushing, pulling, and climbing.
The core of the course is repetition. You’ll apply State Machines over and over until the concept is stuck in your head. By the end, you’ll be tired of hearing the phrase “State Machine” — but you’ll have a new ability to implement anything you can imagine in your games.
🧑🎓 Who this course is for
Game developers who want to write scalable, maintainable code
Unity programmers tired of debugging tangled logic
Developers looking to adopt industry-standard architecture patterns
🧑🏫 About the Author
Lucas Rybzinski Pinto is a game developer with industry experience in creating complex game systems. He focuses on teaching practical, real-world coding techniques that help developers move beyond tutorial-level projects and build production-quality code.
🏁 Final Result
A fully functional 2D character controller with multiple states: idle, walk, run, jump, fall, crouch, roll, push, pull, and climb
A reusable State Machine system you can drop into any Unity project
Refactored versions of the Chest and Bear examples demonstrating clean architecture
A portfolio-ready demonstration of scalable game code architecture
Curriculum
📋 Course content
Introduction
Introduction9:16
Coding Conventions, Preferences and Habits6:03
Download, Install, Presentation and Setup Project19:45
Importing 2D Package and Chest Scene Assets7:15
Quick Tutorial on Version Control9:28
Chest Example
Chest Scene Setup14:32
The Chest Controller and the View19:04
Simple Chest6:29
Thoughts on Chest States2:20
Bear Example
Importing Packages for Bear Example9:01
Bear Scene Setup5:16
Bear Animations5:17
Bear Inputs4:52
Spaghetti Code Example – Walk Forward, Idle and Walk Back11:26
Spaghetti Code Example – Eat3:55
Floor Moving Effect8:45
Character Example
Scene Setup and Idle Animation12:20
Player Structure4:17
Adding Namespace6:48
Character Controller and Action Reader24:23
Moving the Character23:06
Character Walk Animation7:55
State Machine Implementation
State Machine – State Machine and IState13:26
State Machine – Add State3:24
State Machine – Update1:51
State Machine – Change State4:18
State Machine – State Name1:49
Utils – Template State Script10:23
Refactoring with State Machines
Chest Example – Creating the State Machine1:47
Chest Example – Creating Closed State11:16
Chest Example – Creating Open State4:18
Chest Example – Handling OnClick Event9:09
Bear Example – Full Refactor with State Machine14:38
Character Example (Part 2)
Idle State7:48
Walk State9:30
Separating Data From Logic – CharacterData9:35
Jump Animation2:10
Jump State11:05
Fall Animation2:00
IsGrounded17:43
Fall State9:00
Crouch Animation2:59
Crouch State – Crouch (Idle)13:40
Crouch State – Crouch Walk11:20
Crouch State – Roll Animation2:31
Crouch State – Roll22:14
Crouch State – Crouch Collision8:44
Crouch State – Crouch Sensor24:02
Run Animation2:14
Run State12:35
Hands Collider2:28
IPushable and Pushable Box7:30
Sensor – Push/Pull Ray17:09
Sensor – GetPushable8:42
Push/Pull Idle Animation3:33
Push/Pull Idle State14:06
Push Animation2:02
Push State28:54
Push/Pull Warp Position3:52
Pullables – Overview3:11
IPullable and Pullable Point7:31
Pullable Point Scene Setup6:25
Pull Sensor9:57
Pull Sensor – Data from Sensor to the Character4:57
Pull Animation2:29
Pull State (Base)8:22
Pull State16:44
Climb Animation6:17
IClimbable and Climb Sensor7:36
Ladder Setup7:48
Ladder Script, Collision and Layer6:43
Character Sensor – Climbable6:36
Animation Events and CharacterAnimationEvents (Pro Tip)6:07
Climb State – Base6:16
Climb State – Move Up8:49
Climb State – Rest and Move Down5:07
Climb State – Warping to Closest Points6:16
Climb State – Exiting the Ladder12:10
Final Challenge
Ending10:09
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Game Dev Essentials – State Machines in Unity by Lucas Rybzinski Pinto