I have this simple transition using ‘Has Exit Time’, where if timeScale is higher than 1, it stays looping on the state, never doing the transition.
If timeScale is = 1, then everything works perfectly fine.
In the example below I want to go from OpenDefault → IdleDefault but it stays stuck in OpenDefault, looping forever. (selected transition details are on the right):
So a friend just made me realize that Exit Time is higher than 1! I changed it to fit the accepted values (0 to 1) and its no longer causing the problem. I’m assuming this is a bug with Unity?
Why would I ever want to have a value higher than 1? And why is it allowed?