Hi,
I watch your video carefully, thanks for this, it helps understanding exactly what you want to achieve.
You have interesting issues
When I get infinite loop in playmaker, it's always been because I missed something. In your case, I don't see anything wrong tho. Not sure what to say if you want to keep it all in one fsm.
onto my suggestion to fix this behavior:
I do think that the key is to have a separate fsm AND logic. One dealing with your input management and another one dealing with "set gravity and wake".
the idea is that your maze should itself automatically adjust gravity, not just because of the user inputs.
So, you have on one side a fsm that check for input and rotate continously even by a 0 amount, no problem here. Another totally separated fsm would check if the maze has its transform changed, in which case would mean the gravity has to be set and RB waken up. This way you break the link between rotating the maze and acting upon this rotation. You let unity internally detect that indeed the transform has changed. For future enhancement of your project this is positive, cause you could have the maze rotating because of other factors, not just user inputs, and your system would work just fine. Always separate the user input from the behavior itself. It always comes handy sooner or later. The "possible" downside in your case could be that it introduce a one frame delay between the rotation and the RB management, but you could do that in LateUpdate and maybe a custom action. I mean there is way to go around this is it turns out if works well but with a one frame delay.
If I am not clear, tell me, I will try again to explain better
Bye,
Jean