Animation state machine not changing while in play mode but animations playing

gosh there are such a lot of options to get wrong!

I’ve set up some triggers, so that when I press “W” it goes from idle to walk, when playing this actually happens, but I can’t see it change in the state machine window. and when I release “W” it goes back to idle (but not till the walk cycle has come to the end of the loop)

Additionally I can’t preview anything but the idle animation, and usually the animation preview window is empty.

The walk animation seems to be looping back to the start rather than loop start but I can’t see any kind of cursor showing me where in the animation it currently is

I’m fairly sure I’m close to getting this but unfortunately have hit a bit of a wall with it!

I’m using unity beta on Linux trying to animate this model Skeleton - PBR - Animated - Low Poly | Characters | Unity Asset Store

    void Update()
    {
        if (Input.GetKey(KeyCode.W)) {
            Debug.Log("walk triggered");
            anim.SetTrigger("walkTrigger");
            walking=true;
        }

this is the behaviour code btw (edited for what I have in 2019.4 project)

i recreated the project in 2019.4 and at least now I can see what’s happening (just not how to solve it)

Basically walk will loop only twice and at the end of the first loop idle will also play for about 3-4 frames !

okay took of a transition to anystate and it seem to be working a bit better, however idle trigger is permanently on ?

what can cause a trigger to be always on ?

At this point although I can’t be sure I think the state window not updating is todo with an issue with the beta

as for certain triggers being on all the time I can only assume its to do with the skeleton I was trying to animate, as other characters have been a breeze to add new animation states…