Hi,
After some research, I couldn’t find a recent answer for this specific case. I trigger some state changes through Animator::Crossfade, and some others simply use ExitTime. The issue I have is that if I set a normalizedTransitionDuration > 0 for a crossfade from a state A to a state B, and that state B has an exit transition (to a state C) with a low exit time, sometimes that exit transition is skipped because the transition A > B from the crossfade hasn’t finished yet; then the state B keeps playing until it reaches again the exit time. Is there any way to fix this in a clean way, for exemple with an equivalent of “Interruption Source” for a crossfade? (I understand precisely why it doesn’t work, I’m just wondering if there’s some solution I may have missed in the doc.)
I have some backup solutions, like handling my own ExitTime parameter on a condition so that it can exit as soon as the previous transition is finished, but it’s not perfect (the transition will still happen a bit too late, and adding my own ExitTime parameter looks like something I’d rather not do, since it already exist in Mecanim).