Consider this scenario - I have 3 buttons below a game object called Main Menu
The flow reaches the for each loop and sets the bool parameter to true correctly on all 3 buttons. Notice the 1 second wait in the flow. Then I can confirm from the Debug Log message that the last step of setting the bool parameter to false, the item this unit is passed is the last item in the child collection (the 3rd button). It's almost as if the enumerator in the for each loop is progressing when the flow hits the wait unit.
If I bypass the wait unit, the Debug Log shows that the correct item is passed to the last Animator.SetBool unit to set the value to false (i.e. the 1st button, then the 2nd button, then the 3rd).
In between the For each loop and 1st animator.setbool unit I added a cache unit to cache the result, and had all the value connections for the item connect to the cache unit, but the 1st animator throws and invalid operation exception (missing animator) so this did not prove successful alternative for testing (and may even raise another issue?)
Is this a bug?
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