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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.
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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.