Hi, I am having difficulty implementing a hierarchical FSM via Run FSM like such:
Parent FSM
1. Idle, Running states
Child FSM (via Run FSM)
1. Idle (Parent)
2. Normal Idle, Fighting Idle states
Current flow is as such:
1. Parent state get property from script (i.e. something like a Input.GetButton)
2. Parent state uses Run FSM action
3. Parent state send property down Run FSM via Inputs (Flagging inspector at child FSM variables)
This should in theory give me the ability to:
1. Switch between different animations at different idle states
2. Transition to running state from both idle states
Unfortunately, it seems like the Run FSM only sends input ONCE during activation, and I cannot change the child state as my parent state is running. Are there any ways to implement something like this?