1. A State (PlayerStandToCatch) Enter -> OnExecute call
– please, look the attached picture.
2. A State (PlayerStandToCatch) is updating … -> OnUpdate call
3. i call the “FSMOwner.TriggerState( B State )”.
4. A State Leave -> OnStop call – Not call
5. B State Enter -> OnExecute call
I thought that the problem was caused by the enable or disable of the unity.