I thought they were consumed at the end of each animator tick, so if a state doesn’t cosume them they just evaporate but it seems to not be the case
if a state has no transition that consumes a trigger then the trigger is still true, which breaks pretty much everything in the animator
wanted to see if it’s the intended behavior, or a bug.
This is the intended behaviour, a trigger is reset to false when it has been used in a transition
The documentation is clear about this.
https://docs.unity3d.com/ScriptReference/Experimental.Director.IAnimatorControllerPlayable.SetTrigger.html
https://docs.unity3d.com/ScriptReference/Experimental.Director.IAnimatorControllerPlayable.ResetTrigger.html
If you want to change the behaviour, you can reset manually all triggers in a late update
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Cool, I added a transition to self to consume that one trigger.