StateMachineBehaviour scripts behave like
MonoBehaviour scripts, which you can attach on as many objects as you wish; the same is true for
StateMachineBehaviour. You can use this solution with or without any animation at all.
Unity 5 introduced a new awesome feature for Mecanim animation systems known as state machine transitions in order to construct a higher abstraction level. In addition, entry and exit nodes were created. By these two additional nodes to
StateMachine, you can now branch your start or finish state depending...