I noticed that when I use an animator’s “setTrigger” function in my code, that trigger remains in the animation controller until it is acted upon. So my character could be off doing all kinds of whatever animations that don’t react to the trigger, but once he gets back to the stuff that does it gets triggered and the animation is performed.
While I can imagine there are some situations where this is helpful, it has mostly been a hindrance to me. When I call a trigger, I really need it to be called right then, and if the current state doesn’t have anything that reacts to that trigger, then I want nothing to happen.
So is there a way I can cancel a trigger?
Or is there another method I can use to “trigger” changing a state that isn’t retained in memory? (I often can’t just play a state directly because I’m triggering things that could be called from multiple states.)