I have created a prefab that changes animation state upon collision. The model is parented to an empty game object and the state engine is on the child element that contains the mesh (which is a child to the object that contains the animations) So it's something like this
- empty game object (parent)
- animation object
- mesh (with collider and FSM)
The prefab works perfectly. When the prefab is hit, the event is registered and the animation changes.
BUT when I spawn the same prefab with pool manager, the state changes, but the animation doesn't play. It feels like some how the FSM when spawned via pool manager couldn't find the animation object so it could play the animation. But I've tried passing the animation object to the FSM multiple different ways and it's always the right object.
Any suggestions or ideas? Change the model as a work around isn't an option for me. I could just do it in code, but would much rather stick with Playmaker in this instance if it's still possible.
Update: I tried this out using just the playmaker gameObject create action and everything works as expected.