Alex, I'm not sure if it's ex2D or PlayMaker, but I've found that Ex Sprite Animation Play sometimes only works when my SpriteAnimatedObject has "Play Automatically" turned on, and sometimes only when it's turned off. I think part of the problem is that my ex2D sprite object isn't refreshing when it should, so I'm not sure whether Play Automatically should be on or off or if it shouldn't matter.
I think I may have found the culprit. Here's what happens:
1. Press Play.
2. The Ex Sprite Animation (Script) attached to the game object disables itself even though I have it enabled by default.
3. When something collides with the game object and I call the Ex Sprite Animation Play action, Ex Sprite Animation (Script) is enabled for a moment and then disabled.
4. No animation occurs. Is it possible that not enough time is provided for the animation script to turn on before the animation is called?
Aaaarrgggs! Okay, this is driving me nuts. Here is something else that might be a symptom of something. If I spawn the game object, the new game objects animate when FSM tells them to do this, but the original game object does not.
I did a bit more research into ex2D and found a setting that refreshes sprites. This seemed to fix the problems.
Never mind. Opened project today and ran without any changes. No animation. I used the ex2D rebuild sprites and prefab option, tested, and no change. While the demo game was playing, I expanded the Ex Sprite (Script) on the object that should have animated and just by doing this, the object animated. Weird. Plain weird.