So I have a character with a set of animations specifically for combat and a second set for patrolling, walking, and other non-aggressive routines.
What I thought I could do with sub-state machines was have my combat idle, run, attack, takedamage, etc in their own sub-state machine and the non-combat ones in the other and swap between the two state machines with a condition.
From testing however it appears I need to set transitions between every single state within each sub-state machine to every single state within the other.
Combat can be entered from literally any non-combat state instantaneously which is where the issue lies, I can’t have any cases where a non-combat state doesn’t immediately transition into a relevant combat state.
Did I miss something while doing my sub-state machines or is this sort of method not possible currently without having my animator window look like spaghetti?