# State Machine

The state machine trigger detects events related to the states of the specified state machine. By tracking the states of the steates we can bind animations to them.

A state-machine trigger consists of two properties: State machine name and name of the state.

<figure><img src="/files/VZdXCEL169v50FZ3AKqd" alt=""><figcaption></figcaption></figure>

Conditions are tracked by three trigger modes: Started, Continue, End.

#### State Started

![](/files/2zJvcSf94RMEHa8HOJhI)

Trigger starts as soon as the specified state machine enters the specified state.

#### State Continue

![](/files/6Rs2hSpBeTGDfMN4pNPx)

Trigger starts and continues it's working as long as the specified state machine is in the specified state. Upon exiting that state, refered objects stops immediately.

#### State Stop <a href="#docs-internal-guid-cdc9fe4f-7fff-3466-3617-00bc246e7a04" id="docs-internal-guid-cdc9fe4f-7fff-3466-3617-00bc246e7a04"></a>

![](/files/ssndcCNAHX48XoOap1Dd)

Trigger starts as soon as the specified state machine exits the specified state.

Trigger links from the states of the State machine in Game Flow actually represent a State machine trigger. You can choose to use this event more conveniently.

<figure><img src="/files/SRA0LX3lRlSQ5ekOrJaa" alt=""><figcaption></figcaption></figure>


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