Hi.
I’m in Unity 5, and I’m starting to look for good ways to organize animation logic. I’ve found that using only states and layers is unbearable, since transitions cross in every possible direction and it becomes a laughable mess. However, the reason why I must do this is because sub-state machines don’t seem to provide any animation blending for me, tested on several different projects.
The way I’d prefer it would be to have transitions from states to sub-state machines, and/or from sub-state machines to other sub-state machines, using the entry and exit nodes to make it manageable. I have also tried going to the specific states within the sub-state machines, but I’ve had nasty bugs where it in certain cases skips animation blending there as well. I’ve submitted a bug report for that anyway.
But is it supposed to be this way? It has made me give up on animator and start looking into scripting the whole animation logic instead.
Offtopic: Also one of the major demotivators for Animator is the cluster of parameters that I’m not allowed to organize in any fashion besides vertical rearrangement. It becomes many, eventually, in animation driven games.