In Unity's animator controller triggers that are set remain set until they are used by a condition. If the current animator state does not immediately handle that trigger, the trigger is handled in whatever later state does handle that trigger, even were it minutes later. I request Unity adds a new type of trigger called an immediate trigger, that set until used by a condition OR one Animator update passes, essentially aborting the trigger if not immediately usable. Examples where one might reasonably use some kind of trigger to start an animation Took damage Died Salute the player when the player walks nearby Attempt to play an attack In all 4 of these cases, it's easy to think of real-world scenarios where would be better to abort the trigger than use it at some time potentially minutes later. For example, if a character is in a dying state, and is given the salute trigger by unrelated movement code, the salute should be aborted, not played after the character is respawned. In developing Empire of Ember over 4 years, there is literally not one time I wanted a trigger that uses the current implementation. There however are many times where I wanted an immediate trigger, and had to instead use a boolean that I set for one frame through code or use a trigger that I reset myself. It makes the code even more complicated than it already is. I hope this feature request is looked at by the developers and doesn't just get ignored. Thanks!