- Only supports controller
- Input is processed inside the player controller script
- input schemes supported: controller / Keyboard and Mouse
- Input source: abstraction of how the input is handled and calculated
- Player states:
- each state validates the pre-conditions to be active
- not much of player movement logic changes per state
- the state only process the possible axis of movement available on that state
- State Machine:
- only one state can be active at a time
- state transition is validated in each state before enter and before exit