I am having an issue with deleting an object after the animation ends. I am using a behaviour script on the object to be deleted, and using the function Code (CSharp): override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) That unity creates automatically. In this function, I call Code (CSharp): Destroy(animator.gameObject); and the object is deleted after the animation ends. However I have an issue with my animator. Before the object is deleted after the destroy animation plays, the Entry node in the animator starts again, and therefore starts the flash animation. This only happens for a split second, but its obvious and can be seen. Does anyone possibly know a way I could fix this issue?