The plain-English version
A model that describes allowed states and transitions for a character, interface, or whole game.
Why it matters
It makes rules such as starting, pausing, dying, and restarting explicit instead of relying on scattered flags.
Let’s make it click
A character can transition from grounded to jumping, then falling, then grounded again when landing conditions are met.
Vibe Bro’s heads-up
Allowing contradictory flags such as dead and actively attacking can create impossible behavior unless transitions enforce the intended rules.
The docs behind it
Documentation links checked .
Editorial review · October 28, 2026
Supported: Explicit states and legal transitions match the state-management example; the grounded/jump sequence is an original illustration.