Built-in Conditions
Use this index to choose the Condition category that owns a yes-or-no decision before opening the searchable selector. Conditions should inspect state; work that changes the game belongs in an Action.
Find a Condition
Select a transition, use + in its Conditions list, and search by the question being asked. Search, Favorites, Recent, Documentation, and the Kind, Member, Scope, Returns, Requires, and Execution filters behave like the Action selector while showing only compatible Conditions.
Start with common categories
| Question | Category | Typical use |
|---|---|---|
| Has enough time passed? | Time | Timers, elapsed duration, and phase boundaries. |
| Did input occur? | Input > Input System or Input > Input Manager | Button, key, axis, and pointer decisions. |
| Does a value match? | Variables, Math, or Utility | Equality, ranges, Boolean state, and other data decisions. |
| Did physics interaction occur? | Physics or Physics 2D | Collision, trigger, cast, overlap, or Rigidbody state. |
| Is an object active or available? | GameObject, IList, or Resources | Object state, collection contents, and asset availability. |
| Did animation reach a state? | Animator or Animation | Animator parameters, state, or clip progress. |
| Has navigation reached its goal? | NavMesh | Path, destination, and stopping decisions. |
| Did an event arrive? | Events or State Designer | Local/global event and state-machine status decisions. |
| Is UI or text in the expected state? | UI or TextMeshPro | Selection, toggle, field, or label decisions. |
| Is saved or scene state ready? | Save Load or Scene Management | Persistence and scene-lifecycle gates. |
Additional built-in categories include Camera and Character Controller. Use the narrowest Condition that reads the authoritative system instead of reproducing the same decision with loosely synchronized variables.
Verify an unfamiliar Condition
Connect one source State to a visible destination, add only the Condition under test, and use a fixed input or controlled scene setup. Watch the transition hover summary and active-state change. Add other Conditions only after the single rule behaves correctly.