I’ve encountered this issue in the past, but I haven’t experienced it since a certain point in time.
However, after upgrading my project to Unity 6 today, the issue has returned.
It seems that objects placed directly in the scene are unaffected, but prefabs instantiated at runtime are encountering this problem.
For now, I’m working around it by manually adding the TriggerEvent2D component to each prefab and assigning the TargetFSMs. However, this approach is pretty annoying.
I hope this issue can be resolved soon.
Thank you!
(Unity 6000.0.30f1 / Playmaker 1.9.8f1)