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Purpose of this PR
Fixes #3912.
This PR resolves conditional transitions targeting an Exit node by following transitions through the parent state-machine hierarchy using
GetStateMachineTransitions().This supports both direct and nested Exit transitions, including transitions targeting another state machine. It prevents incorrect validation errors and allows late-joining clients to correctly synchronize the resulting animator state.
Jira ticket
Tracked by GitHub issue #3912.
Changelog
com.unity.netcode.gameobjects
NetworkAnimatornow resolves conditional transitions through sub-state-machine Exit nodes.Documentation
Testing & QA (How your changes can be verified during release Playtest)
Functional Testing
Manual testing:
Manual testing doneVerified that a client joining during a
State A -> Exit -> State Btransition correctly synchronizes with the transition and reachesState Bwithout validation or destination-state errors.Automated tests:
Covered by existing automated testsCovered by new automated testsAdded EditMode coverage for direct and nested Exit transitions, including transitions targeting another state machine.
Does the change require QA team to:
Review automated tests?Execute manual tests?Provide feedback about the PR?Up-port
Not needed; this PR targets
develop-3.x.x.Backports
Worth considering for supported 2.x branches, as the issue was also reported on NGO 2.12.0.