Debugging complex Animators can be quite difficult. I was brought out of the dark ages with the Unity blog post about how the transition settings actually worked. Thank you Team Unity so much for that! Still, it sometimes takes me hours to find a problem, often through trial and error, that could be much easier to debug. The Animator view is nice, but it can be hard to see frame-by-frame issues at the moment of transition, or when an expected transition didn't happen. What would be super handy is a way to debug log transition events for an animator or animator state. Helpful events to log: a transition has its parameter conditions met (which is easy to see in the Animator view), but is not allowed to start yet and why it cannot start (which is sometimes very hard to see in the Animator view) Another animation has an Exit Time blocking Another animation transition is running and doesn't allow interruptions Another animation transition was met on the same frame and has higher priority Other? a transition has begun and which transition it interrupted, if any a transition has ended This would also help find issues of hidden problems baked into Animator Controllers, such as those caused by previous editor bugs that corrupted data. All known such issues have been fixed, but some have "delete and recreate the state / transition" as a workaround for preexisting assets. What if someone didn't happen to hear about a given bug or my controller is far too complex to re-create from scratch as a panacea? Challenges with creating a script to debug log the above events: I don't see how to get transition names from code in an elegant way; we only get hashes and it looks like there isn't a way to look up a name from a hash. StateMachineBehaviour::OnStateEnter and Exit don't give us all of the transition events and where they are similar, do they even match on a frame-by-frame basis? I guess we'd have to poll GetAnimatorTransitionInfo? Various state info about transitions don't seem to be exposed in the API. Also, am I missing anything from item 1.4? I know there have been some cases where I changed a setting that unexpectedly allowed a transition to interrupt, e.g. a transition from Any State that wouldn't interrupt when I wanted it to, but when I turned off its own Exit Time it was allowed to interrupt. What!? Please offer your thoughts on the above, let me know where I'm missing something or I'm just wrong, and please link helpful ideas, threads, scripts, etc. for debugging animation transitions. BTW, I'm in Unity 5.6 Thanks!