Leave State when multiple states are active?

Matt Williams 4 years ago updated 4 years ago 1

I'm not sure if this is by design or a bug: when I call a custom event transition from the Any State it activates the correct state it is supposed to. But it also leaves the currently active state (the start state) still active.

See here my simple set up, Idle is the start state and is active. I call the custom event from the Any State and it also activates the Attacking state.

Should this be happening? How do I avoid this?

Thanks in advance.

Bolt Version:
Unity Version:
Scripting Backend:
.NET Version (API Compatibility Level):

Also - I realize I can just add the transition from Any State to the Idle state in this screenshot but there will be more states when the machine is complete. Thanks