State machines are widely used for game logic, particularly character behaviors, animations, user interfaces, and gameplay mechanics. For instance, you can use state machines to define the different states and transitions of characters, such as idle, walking, running, jumping, attacking. Additionally, state machines can control the animation clips and transitions of game objects. They can also manage the different screens and menus of a game and implement the different rules and scenarios of a game. For example, you could have a state machine for a player character that handles input events and actions that correspond to each state. You could also have a state machine for a character model that plays the appropriate animation clip based on the current state of the character behavior. Moreover, you could have a state machine for a menu system that switches between the different screens based on user input and game state. Finally, you could have a state machine for a game mode that changes the game logic based on the current state of the game.