okay so I'm working on a character with a lot of states: locomotion blend tree, combat states, climbing, swimming, dialogue idles, hit reactions. my Animator window has become genuinely unreadable. like I opened it yesterday and just stared at it for a full minute trying to remember what I built.
the transition arrows are everywhere. I've got parameters I'm scared to delete because I don't know what's using them. sub-state machines help a little but they mostly just hide the mess one level deeper.
I've been looking at the Playables API as an escape hatch. you can drive animation graphs in code without touching the Animator window at all, and for things like hit reactions and overlay states it seems way cleaner. but the documentation is sparse and most tutorials are either super basic or immediately incomprehensible.
some people swear by just writing a custom FSM on top of Animator (or replacing it entirely), stuff like NodeCanvas or just a plain C# state machine. others seem to just... live with the spaghetti and add comments everywhere like that helps.
things I'm specifically struggling with:
- transition condition explosion, every state needs to know about every other state it can go to
- blend tree parameters bleeding into states that don't care about them
- debugging why a transition didn't fire and having to trace 12 arrows to figure it out
genuinely curious if anyone has a setup that actually scales. do you just accept the Animator for locomotion and move complex logic into code? go full Playables? something else entirely?
