Sample Scenes
Use the 15 sample scenes as a guided course through ordinary state flow, events, Subgraphs, persistence, and ECS. Reproduce each scene’s result before copying its graph pattern.
Open a sample
- Open Tools > Opsive > State Designer > Samples.
- Import or update the current sample content.
- Confirm that every dependency on the selected card has a green check mark.
- Select Open Documentation when available, then Open Scene.
- Enter Play Mode and observe the state changes before editing the graph.

Recommended learning order
| Order | Sample | Level | What to observe | Continue with |
|---|---|---|---|---|
| 1 | Collision | Beginner | Physics callbacks make transition Conditions valid. | Conditions |
| 2 | Events | Beginner | Local and global events cause state-machine responses. | Events |
| 3 | UI Menu | Beginner | Mutually exclusive panels are represented by explicit states. | Menu Screen Flow |
| 4 | Dialogue | Beginner | Button selections choose dialogue transitions. | Dialogue Choice Flow |
| 5 | Elevator | Beginner | Several doors or floors reuse one Subgraph with different overrides. | Subgraphs |
| 6 | Property Binding | Beginner | A Shared Variable stays synchronized with a C# property. | Property Binding |
| 7 | Subgraphs | Intermediate | Three doors reuse one Subgraph with different values. | Subgraphs |
| 8 | Save Load | Intermediate | Active state and supporting scene data are restored. | Save/Load |
| 9 | Animation Sync | Intermediate | NavMeshAgent velocity is converted into Animator data. | Built-in Actions |
| 10 | Persistent Scenes A and B | Intermediate | One state machine remains active while scenes change. | Persistent State Across Scenes |
| 11 | Player Controller | Advanced | Separate state machines own character movement and camera rotation. | Built-in Actions |
| 12 | Subgraph Replacement | Advanced | A Subgraph Reference is reevaluated and replaced at runtime. | Subgraphs |
| 13 | Turn Based | Advanced | Two state machines alternate active control and can be ticked manually. | Turn-Based Phase Loop |
| 14 | Entities | Advanced | Baked and runtime-spawned entities run ECS states. | Entity Baking |
Persistent Scenes A and B form one lesson, so 15 cards produce 14 rows.
Player Controller walkthrough
The Player Controller sample uses separate state machines for character movement and camera rotation. This tutorial builds the same first-person-controller pattern step by step.
Watch the first person controller tutorial on YouTube.
Choose by goal
- Learn ordinary transitions: Collision, Events, UI Menu, and Dialogue.
- Reuse graph content: Elevator, Subgraphs, and Subgraph Replacement.
- Share data: Property Binding and Save Load.
- Connect Unity systems: Animation Sync and Player Controller.
- Control lifetime or execution: Persistent Scenes, Turn Based, and Entities.
Verify before adapting
Select the active state machine in Play Mode and identify the current state, the transition that becomes valid, and the Action that changes the game. Copy the smallest graph pattern into project-owned content. Reimport a modified sample rather than treating its versioned sample folder as production content.
If the scene opens but the graph behaves unexpectedly, use Debugging. If Open Scene is unavailable, confirm the current sample import and the package checks shown on the card.