Action State
An Action State is the main state type for a GameObject workflow. Use it when a behavior mode needs one or more actions, such as moving, updating a value, or playing an animation.
In the graph
The node displays its actions in their execution order, making the work performed by the state visible in the graph.

In the Inspector
Select the Action State to add, remove, enable, disable, and reorder its actions. The Execution Type setting determines whether those actions run one after another or at the same time.

GameObject Actions are stacked inside an Action State. Entity Actions use a separate ECS state-node workflow and are not added to this action list.
How it runs
- Sequence: Actions run one at a time in list order. The state remains active while the current action runs and finishes after the final action finishes.
- Parallel: Actions start together. The state remains active while any enabled action is still running and finishes after all enabled actions finish.
Outgoing transitions still use Conditions to decide when the state machine can move to another state. A transition set to evaluate when the state finishes therefore waits for the last Sequence action or for all Parallel actions to finish.
Choose an execution type
Use Sequence when one action must finish before the next begins. Use Parallel when the actions should run together and the state should wait for every enabled action to finish.
Most custom GameObject behavior should be added by creating a GameObject Action rather than a new state type. Use an Entity Action only when the behavior belongs in an ECS workflow.
Use Iterator when the complete Action list should run for each value in a list. Use Repeater when the complete Action list should run a fixed number of times or indefinitely.