Individual skill
state-machine
Use when implementing state machines in Godot — enum-based, node-based, and resource-based FSM patterns with trade-offs
skills/state-machine/SKILL.md
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# State Machines in Godot 4.3+
Choose the right FSM pattern for your complexity level. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **player-controller** for movement state integration, **ai-navigation** for AI state patterns, **resource-pattern** for resource-based state configuration, **animation-system** for AnimationTree states driven by FSM, **dialogue-system** for dialogue flow as a state machine, **ability-system** for caster state gating (casting/stunned), **limboai** for the LimboAI addon's HSM (`BTState`) if you need a behavior tree alongside your FSM, **beehave** for a GDScript-only BT alternative.
> **When to reach for an addon:** This skill covers the built-in FSM patterns (enum, node-based, resource-based). If your agent needs a full behavior tree, see **limboai** (C++ + HSM, Godot 4.6+) or **beehave** (pure GDScript, Godot 4.1+) instead.
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## 1. Approach Comparison
| Approach | Complexity | Best For |
|----------------|------------|---------------------------------------|