Really? I'm pretty sure I checked it and changing it while it's disabled doesn't do anything. I'll re-check - it could solve it.
I created a quick test for that, a parent with a sibling, the parent is active on launch, not the child. Child has two states, 1 and 2, with 1 being the starting one.
The parent changes the starting state of the sibling from 1 to 2, then activates it. I haven't observed any issue there.
Check if the Game Object and/or the FSM is inactive so that it does not start before being modified and then told to start.
Can you explain what is the loop value and loop count? It counts how many updates happen on each state?
It shows how many time the flow passed through states. It's a bit arcane in that it shows 0 and 1, when a state's loop count has a value superior to 0, you know the flow went through it.
But then the number won't go above 1 unless the state is built in such a way so as to be part of a loop wherein the flow passes through this state multiple times
during the same frame.
What I mean is that, unfortunately, it won't go to 1, 2, 3, 4, etc. if the flow passes through it during
separate frames. I wish it would though, it would be very useful. See my feature request
here.
For example, if you badly code your FSM and generate an infinite loop (keeps flowing through the same states within the same frame, never able to move to the next frame), you'll see the counter reach 1000 and you'll get an error.