Modes, actions and transitions
Every piece of a character has one name and one meaning, so a design discussion and the Inspector use the same words.
| Term | What it is | Examples |
|---|---|---|
| Mode | How the character moves where it is. Exactly one at a time; it never ends by itself. | Walking, Falling, Swimming, Climbing |
| Action | Something the character does. Triggered, it runs for a while and ends by itself. | Crouch, Roll, Skid, Ground Pound |
| Transition | The change from one mode to another, reported as an event so sound and animation can answer it. | Landing, Grab, Let-go |
| Modifier | Changes how a mode, an action or a transition behaves, or when it may happen. | Coyote Time, Held Jump |
Modes and actions are states: the motor runs one of them at a time. A jump is an action that takes the character from Walking to Falling; a double jump, a long jump or a backflip is not another action but a shape of the jump, chosen when it starts.
Icons
Each mode, action and transition has an icon, shown in the Inspector and in the Character Motor's Controller
overview. The character is an orange capsule; one line shows where it is: ground ─, water ~,
a wall │, nothing in the air.