Hello. I've been fighting around this problem for a long time, but now that unity5 is out I was hoping there was an option to change this. Whenever I call setTrigger(), and the state-machine is not in a state where it would cause a transition, it causes the trigger to stay true. The red square represents the input to start the drill state. Whenever I'm in the idle state, the transition works fine. But when running or jumping and calling setTrigger("tryDig") just once, it stays locked until I enter the idle state. Which then goes into the digging state because there's a transition from idle->digging when the trigger is true. It seems like the trigger is queued, which is not something I want. I could fix this by using booleans, but it feels incredibly ugly to enable and immediatly disable a boolean just to trigger a transition. Thanks!