Sure this is covered somewhere but I am trying to figure out the optimal way to transition between animation events for a npc and running into some stumbling blocks.
I have the following very basic loop:
isControllerGrounded - false then go to state that plays falling animation. true go to a state that plays walking animation and moves the object with simpleMove.
My question is what is best way to have this executed every frame so that it is continually checking if object is grounded or not? The only way I found to get this to work is to add a "NextFrameEvent" after each animation and send finished event which loops back to my isControllerGrounded state. This seems to bomb out under certain conditions and looks like it is very cpu intensive.