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Author Topic: Structuring FSMs in Larger Projects with Playmaker  (Read 437 times)

sombreroteeny

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Structuring FSMs in Larger Projects with Playmaker
« on: January 27, 2026, 09:18:54 PM »
Hi everyone! 👋

I’ve been working on a project using Playmaker in Unity, and as my FSM count grows, I’ve started to notice complexity creeping in. I’m curious how others structure their state machines to keep things clean and scalable. Do you break logic into multiple smaller FSMs, use naming conventions, or rely on global transitions/variables? Any tips for organizing large Playmaker projects would be really appreciated!

TicTac

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Re: Structuring FSMs in Larger Projects with Playmaker
« Reply #1 on: February 02, 2026, 10:54:59 AM »
Hi.

Not sure if this can help you!

After a few years using PlayMaker, I’ve noticed quite a lot of things about organization and optimization. With some research, I’ve learned what PlayMaker likes and dislikes. For example: avoiding loops that check a variable every 0.2 seconds.

It’s clearly better to structure your logic with global events or Send Event By Name.
PlayMaker doesn’t handle huge FSMs very well — the editor becomes slow.
Using many small, specialized FSMs is the best approach: each one does a single job, which makes everything clearer and much easier to debug.

If a “manager” GameObject ends up with 20+ FSMs, typing text in the editor can become a nightmare, with 1–2 seconds of lag per letter.
For my next projects, I plan to create a “General” GameObject with only 2–3 FSMs that are used solely to store GameObject variables (instead of one giant FSM with 40 variables). Then, each child has a single dedicated FSM, and I reference them all inside the “General”.
This way, for any prefab or system, you just link it to the “General” and it automatically finds the right objects, FSMs, or variables. I also name my GameObjects the same as their FSMs so I don’t get lost.
For naming conventions, I use a simple but consistent structure by organizing my events into folders like ACTION / Receive, ACTION / Add, COMPARE / …, STATE / True, or NUMBER / 1 for numeric filters. This keeps everything stable across all my projects.

Thanks to this organization, I can create highly reusable prefabs: for example, for option menus, I only need to change the visuals since the functional base is already done. Same for inventory systems or other recurring features — the foundations stay the same, I just adapt the presentation depending on the project. This is generally how professionals work: they don’t reinvent the wheel for every project.
There’s so much to say that I’m not sure what else to add. If you have more questions, feel free to ask — even though I don’t have much time right now… I’m in full rush preparing my game for its release on Steam, and the amount of work is insane. And I haven’t even started communicating about the game yet.