Enables/disables a state machine on a game object.
The game object that owns the FSM.
The name of the FSM on the game object. Leave blank to use the first FSM on the game object.
Enable/disable the FSM on entering the state.
Reset On Exit
Reverse the action on exiting the state.
- This action can be used to build hierarchical state machines. At each level controller states turn other state machines on and off. Generally the state machines at higher levels are more organizational/conceptual (E.g., Idle, Attack...) and the state machines at lower levels are more specific/concrete (E.g., SelectRandomIdle, MoveTowardsEnemy...).