With the new Entry / Exit node it seems like I could get away from awkward Trigger / etc usage to control flow directly in script just by triggering to go to an Animator sub state machine, but I can't seem to find any scripting support for changing sub state machines. Crossfade or Play doesn't work and gets a "Animator.GotoState: State could not be found" error and checking Animator.HasState shows false. So I guess they aren't "states"? Is there a way to do this? Note I do not want to have to make transitions in the Animator. Looking for a pure script solution here.