I suggest you don’t rely your logic on state machine behaviours. While it’s okay for things like sfx/vfx, it will break your program because there are a lot of conditions for certain envents to be skipped. Also their order is messed. Next state enter may come out before current state exit, for instance.
Still none. Everyone invents it’s own and noose succedeed to replace all of them. But there are three common approaches to animations serving different purposes. Those are Timeline, Animator and Playables.
No, i cant point any decent example and say I suggest you do it this way. With multiple approaches you need to chose carefully what fits where in your game best.
So you’re telling me that my approach is not correct, and that there are three common approaches to do it.
But you can’t give me a reference to any of those?
No im not telling yours is not correct, its pretty okay to handle animator this way, im telling you also there are timeline and playables, check may be they fit better for your game or some aspects of it