Integrations add Actions and Conditions that command or inspect another gameplay system while State Designer owns the State and transition flow.

Install an integration

Download the matching bridge from Opsive Downloads, then import it after the third-party asset. Bridges are separate downloads and appear in the project only after import. Provider-maintained exceptions are identified on their integration pages.

Open Tools > Opsive > State Designer > Integrations to review the installed entry, then search the State Palette for an Action or Condition named on its page below.

Available integrations

Integration What it adds
Animal Controller
Asset Store
Malbers animal movement, targeting, stance, Mode, reaction, weapons, aim, and controller Conditions.
Atlas
Atlas page
Ask, plan, generate, modify, correct, review, and apply validated GameObject or ECS Actions and Conditions.
Behavior Designer Pro
Asset Store
Start, stop, inspect, and synchronize behavior trees, with reciprocal Behavior Designer tasks.
Curvy Splines
Asset Store
Create and query splines, control points, nearest positions, segment values, and alignment.
Dialogue System
Asset Store
Conversations, barks, sequences, Lua, dialogue variables, and quest state nodes.
DOTS Survivors
Provider documentation
A provider-maintained ECS-agent bridge whose compatibility must be confirmed with its provider.
Essential Kit
Asset Store
Actions and event Conditions for supported mobile services, interface, billing, cloud, notifications, sharing, and web views.
Feel
Asset Store
Play one feedback or an MMF Player feedback sequence from a State.
Juicy Actions
Asset Store
Coordinate Action Executors and State Machines in either direction, including status and variable transfer.
Love/Hate
Asset Store
Faction, affinity, deed, rumor, emotion, personality, and relationship nodes.
PlayMaker
Asset Store
Coordinate a PlayMaker finite state machine and State Machine through the current bridge route.
Quest Machine
Asset Store
Quest generation, state, counters, messages, spawners, alerts, heads-up display, Journal interface, and dialogue nodes.
Sensor Toolkit 2
Asset Store
Sensor Actions and Conditions for detections, signals, obstruction, seeking, and destinations.
Simple Waypoint System
Asset Store
Path selection and start, pause, resume, stop, speed, waypoint, and Bezier operations.
Ultimate Character Controller
Asset Store
Control abilities, effects, items, health, attributes, State System state, aim, and events.
Ultimate Inventory System
Asset Store
Inspect or change Items, Currency, Item Actions, panels, interactions, and Version 1 saves.

Runtime ownership

State Designer owns the State and transition decision; the third-party system owns the operation requested by an Action or observed by a Condition. Do not let two systems drive the same Transform or output.