I’m very sorry for the late reply. Some things required my attention.
Yeah, self transitions are not possible right now. It is mostly a GUI representation thing rather than not possible functionality wise. I need to find a way to represent the transitions and still be good looking and definetely readable along with their conditions 🙂
Indeed you could remove the check in FSM.cs line #99 for allowing entering the same state. It will work (the target state will Finish before Starting again). The problem in this case will be that if the AnyState transition codition is continously true, it will keep entering the target state per frame and that might not be desired. Or is it in your case?
The problem in this case will be that if the AnyState transition codition is continously true, it will keep entering the target state per frame
That could definitely happen, but I think that is a ‘risk’ with “Any State” transitions in general. I would say that’s up to the user, not something NC should try to solve.
Any State does mean Any State, not Any State Except The One You Came From. 🙂
Alright. I’m convinced 🙂 I will remove the same state check for the next version.
If people don’t like that behaviour, I could implement it as a setting in the AnyState node, instead of globaly.
For reference, the animator in Unity has an option for state transitions ‘Allow transition to self’, personally, I think this would work well on a per-node basis rather than a global setting, with it disabled or enabled by default, whichever would be the most common-use scenario (probably disabled, since there hasn’t been more discussion about this I think?)
(Screenshot attached)
Edit: Just a thought, but since it’s disabled right now, changing it globally to enabled by default might cause a bit of grief to people who have a ton of work done in NodeCanvas