Design and debug AI state machines visually in Unity. Drag-and-drop ScriptableObject states, then watch them run live in Play mode, no log spam.FSM Graph Editor ToolDesign and debug AI state machines visually, without leaving Unity's Editor. FSM Graph Editor lets you build patrol, chase, attack, and any other agent behavior as a drag-and-drop graph of ScriptableObject states and conditions, then watch it run live during Play mode.Key FeaturesVisual Graph EditorBuild state machines by dragging nodes and connections in a dedicated GraphView window (Tools > MonarchWing > FSM Graph Editor). Snap-to-grid, zoom and pan, and reroute nodes keep even large graphs readable.ScriptableObject ArchitectureStates and conditions are plain ScriptableObjects with no dependency on the editor, so your AI logic works the same in builds as it does at design time. Multiple entities can safely share one FSM asset: each gets its own running instance under the hood.Live Play Mode DebuggingSelect any entity while your game is running and the graph window instantly shows that entity's actual live state machine, with the active state highlighted and a short trail of its recent transitions. No console log spam required to see what your AI is doing.Decoupled Condition LogicCompose complex transition logic from simple building blocks using included Logic Gate conditions (AND, OR, NEGATE) that wrap your existing conditions, instead of writing a new script for every combination.Runtime Spawning SupportConfigure patrol routes and targets from code, so you can spawn FSM-driven entities procedurally (object pools, crowds) rather than only wiring them by hand in the Inspector.Custom Inspector IntegrationA one-click shortcut on any FSM-driven component jumps straight to its state machine in the graph editor.Example Content IncludedA working Soldier-chases-Target demo scene, plus reference state and condition scripts to copy from when building your own behaviors.Full DocumentationA combined setup guide and script/API reference (PDF) covers both the no-code visual workflow and writing your own custom states and conditions.Dependencies:Unity 2022.3 LTS or newerUnity's Visual Scripting package (com.unity.visualscripting), available via the Unity Registry in Package Manager.Compatible with both the Built-in Render Pipeline and the Universal Render Pipeline (URP).Visual GraphView-based FSM editor, accessible from Tools > MonarchWing > FSM Graph EditorScriptableObject-driven state machine architecture, usable at runtime with no dependency on the editorLive Play mode debugging: select any entity to see its running state machine highlighted live in the graphDrag-and-drop state and transition creation, with snap-to-grid, zoom, and panReroute nodes for organizing long or crossing connections in large graphsComposable Logic Gate conditions (AND, OR, NEGATE) for building compound transition logic without new scriptsRuntime API for spawning FSM-driven entities from code, including patrol route and target assignmentCustom Inspector integration with a one-click shortcut from any FSM-driven component to its graphAutomatic save on window close, with full native Undo/Redo supportIncluded example scene and reference state/condition scriptsCombined setup guide and script reference documentation (PDF)Compatible with both the Built-in Render Pipeline and the Universal Render Pipeline (URP)I Used it to translate the code comments to english, and creating new documentation for the tool.





