If an FSM has reached a Finished state that has no outgoing transition, the FSM will Fisnish as a whole too.
So what happens here is that the state with the Log “Start” is instantely finished and because there are no outgoing transitions the FSM finish too.
If you do not want further transitions to that state you can add the “Utilities/Run Forever” action on it, so that it is never finished.
This behaviour is something that has changed more than one time, since some people prefer the FSM to finish is such a way, while others not to and keep the FSM running regardless 🙂
If you’d like to remove this kind of behaviour completely you can do so by removing lines #51-#54 in FSM.cs
Regarding the _MonoManager, I’m hunting down the case that this happens. It will be great if you have some insight as to when 🙂
By the way you can delete the _MonoManager in the hierarchy when out of play mode when this does happen.
Cheers!
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