Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.
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Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for app states and per-entity state data. Keywords: Bevy, States, NextState, OnEnter.
中文简介正在准备中。当前显示原文说明。
Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering behaviors, and perception systems. Specializes in creating believable, performant NPC behaviors that enhance player experience. Use when "game AI, NPC behavior, behavior tree, state machine for game, enemy AI, pathfinding, A* algorithm, navmesh, steering behavior, GOAP, utility AI, AI perception, combat AI, companion AI, boss AI, crowd simulation, flocking, game-ai, behavior-trees, pathfinding, npc, state-machines, goap, utility-ai, steering, perception" mentioned.
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Use when adding character/enemy/game-flow states or NPC behaviour - explicit transition tables instead of flag soup, hierarchical and pushdown machines, behaviour trees per engine, navmesh pathfinding, AI tick budgets, and table-driven tests.
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Build sequential (stateful) logic circuits including latches, flip-flops, registers, counters, and finite state machines. Covers SR latch, D and JK flip-flops, binary/BCD/ring counters, and Mealy/Moore FSM design with clock signal and timing analysis. Use when a circuit must remember past inputs, count events, or implement a state-dependent control sequence.
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Use when designing, implementing, or debugging complex agentic workflows using state machine patterns. Keywords: state machine, durable execution, agent orchestration, graph-based agents, workflow checkpoints, C4 protocol.
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Unity state and behavior system architecture. FSM, Hierarchical FSM, Behavior Trees, stack-based state machines, Animator-vs-code decisions, state machine testing. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
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