Hmm. The FSM was always designed to work like that, meaning that the FSM stops when a state with no transitions is Finished, unless there is any other node active like an Any State or an On FSM Update (are you using any of those in your FSM please?). If it did stop in 3.2.1 it should be a bug honestly.
With that said, if you want to disable that behaviour, you can delete lines #112-115 in FSM.cs code, but please note that this change will affect how Sub-FSMs work if you use any. This is something I was also considering adding as an option of the FSM in the FSMOwner inspector.
Let me know.
Thank you.
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