Integrations
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.