Thanks for the reply!
I've screenshot the source code of action "Laser Rotation Run Next", all other actions are doing the same thing only using different data type.
My goal here is trying to have some fsms running parallel and will notify the master fsm when it done its current job. Then the master fsm will send the next job to it and tell it to start doing that.
All "jobs" are store in an FsmArray of customized Unity.Object type. Master fsm will only finish, said "Laser Rotation Run Next" for example, that action when there is no more job(job of type rotation) for it.
As I understand from timeline log output, only the first event sent will not be received. All others is running as I expecting to be.
Also I've try manually trigger that "Laser : Rotation Run Next" event in "Laser Rotation" fsm. It seems all data is arrival just fine, only problem is that event could not trigger that global transition form "OnWaitting" to start doing job.