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statekit's Issues

On unity 4.6.5, on import i face this error

Assets/StateKit/SKMecanimStateMachine.cs(60,85): error CS1061: Type UnityEngine.AnimatorStateInfo' does not contain a definition forfullPathHash' and no extension method fullPathHash' of typeUnityEngine.AnimatorStateInfo' could be found (are you missing a using directive or an assembly reference?)

Separate StateMachine Initialization and start point

Recently I had a small problem. Lets say, that one of my states is just initialization state that just do stuff in begin() than move SM to next state. If this kind of state is a initializationState, machine will fail because other states are added later.

Coroutine

Hi prime31,

Is there any way to make the update function (and maybe the other) coroutines ?

I mostly see coroutines for state machines, and I can see the benefit for it.

Thanks a lot guys

Suggestion : Make SKState descend from ScriptableObject?

Just wondering is there a reason that the base SKState class does not descend from scriptable object? I tend to make this change anytime I implement this repo (so that I can serialize and drag and drop states inside unity). Has this ever been considered? I just wanted to bring it up somewhere before sending a pull request for it.

Update readme: machine.reason() not reachable

First - thanks for an excellent and simple open source FSM!

machine.reason() does not seem to be a valid call anymore, it seems that reason() is called in update() in the current version. If this is intentionally the readme on github should be updated.

Is there any particular reason why reason() is now automatically called in the update() function ?
I have a case where I need to call reason() after update(), and I was just wondering why these are bundled together as it seems they were originally separated.

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