Hello!
Sorry for taking ages to respond to this, combination of personal stuff and holidays meant I took a long break from this project and I am only just getting back into it.
Right, so first off, Alex, thanks for the WAIT and Action Sequence tip, that was exactly what I was after and it's working a charm.
Jean, so I spent some time putting together a small test project in an effort to isolate the issue for you and frustratingly (?) it's not happening in the test project! Get Animator State Info seems to be returning the valid length for the currently playing animation.
So I am going to go back to the full project and make sure I am not doing anything silly.
In the meantime there's another relevant thing I wanted to point out which is that I am getting a compile time error in the Mecanim stuff since upgrading Unity to 4.6.1.f1
The error is this:
Assets/PlayMaker Animator/Actions/GetAnimatorIsControlled.cs(94,56): error CS0619: `UnityEngine.Animator.IsControlled(UnityEngine.Transform)' is obsolete: `use mask and layers to control subset of transfroms in a skeleton'
I've commented this function out for now.
Just to make sure I am doing things correctly: I've downloaded the PlayMaker/Mecanim stuff from this page:
https://hutonggames.fogbugz.com/?W1031Is this the right process? Will the latest mecanim/playmaker be found on that page? I was wondering how come this stuff is not included in the base playmaker package?
Jean the mirror proxy stuff you mentioned definitely sounds very interesting. All I am trying to do is make sure the animator and the playmaker fsm are in sync (it doesn't always matter but in the cases where it does it can cause problems when they're not) and checking every time manually and doing a wait action to force them to be in sync can get a bit tedious. So if you have a better way I am all ears!