In complex state machinesThe set of states in an Animator Controller that a character or animated GameObject can be in, along with a set of transitions between those states and a variable to remember the current state. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. More info
See in Glossary, it is useful to preview the operation of some parts of the machine separately. For this, you can use the Mute / Solo functionality. Muting means a transition will be disabled. Soloed transtions are enabled and with respect to other transitions originating from the same state. You can set up mute and solo states either from the Transition Inspector, or the State Inspector (recommended), where you’ll have an overview of all the transitions from that state.
Soloed transitions will be shown in green, while muted transitions in red, like this:
In the example above, if you are in
State 0, only transitions to
State A and
State B will be available.
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