Search Issue Tracker
Feature Request
Votes
1
Found in
6000.0.54f1
6000.1.12f1
6000.2.0b10
6000.3.0a2
Issue ID
UUM-112330
Regression
No
Animator Substate Machine Entry Node Ignores Transition Conditions
Reproduction steps:
1. Open the attached “IN-107460_Repro.zip“ project
2. Open the “Assets/SampleScene.unity“ Scene
3. Double-click “Assets/Test.controller“ to open it in the Animator
4. Enter Play Mode
5. Select the “Main Camera“ GameObject
6. Observe the Animator
Expected result: The “Equals to 0“ Sub-State Machine activates as the transition conditions from the Entry Node are met
Actual result: It defaults to the “Default“ State
Reproducible with: 6000.0.54f1, 6000.1.12f1, 6000.2.0b10, 6000.3.0a2
Reproducible on: M1 Max MacOS 15.5 (Tested by CQA)
Not reproducible on: No other environment tested
Comments (1)
-
Selzier
Jul 21, 2025 15:31
To help explain the problem: Base Layer state machine will evaluate its [Entry] transition conditions before moving into a state or statemachine.
However, when we create a custom Substate Machine, [Entry]'s conditions are ignored. The created substate machine will ignore transition conditions and use the StateMachine Default State instead.
So there is a discrepancy between how Base Layer works and how custom StateMachines work.
When transitioning to <(Up) Base Layer)>, and Base Layer’s [Entry] is called, [Entry] will evaluate its transition’s conditions and proceed to the correct State/StateMachine.
When I transitioning to <MySubstateMachine>, and <MySubstateMachine>'s [Entry] is called, [Entry] will NOT evaluate its transition’s conditions and it will use StateMachine Default State instead.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Resolution Note:
Hi, thank you for your bug report.
This is a very old issue, which has been closed "As Designed" before multiple times.
The good news is we have found a solution, but that solution requires making significant changes which go beyond the scope of a bugfix.
We will be creating a feature request for it, and adding it to our list of potential improvements for the next version.
In the meantime, here is a workaround you can use:
If you create a sub-statemachine, and create your default state inside of it, you can then create a transition back to the Base state machine. That transition will actually use the entry transitions.
As long as the transition has a duration of zero and its conditions are fulfilled, this will behave as if the Entry transitions had been evaluated.