OnStateMachineExit is not being fired on sub state machines whenever a transition out of "Any State" is fired. It only works when the sub state machine exits through the exit node. I need a method that gets fired on exit ALWAYS, no matter how I'm exiting. I've been digging through the forums, reddit, and done a ton of experiments, including trying out this fix: https://github.com/Baste-RainGames/AnimatorFix This is a well covered problem that is talked about here and other posts but apparently still has no fix: https://forum.unity3d.com/threads/statemachine-behaviour-review.423126/#post-2779394 Nothing works. I really need this for my animation system as I've designed a huge amount of animation and systems using StateMachineBehaviors already. But I need to be able to clean up / reset certain things when I'm exiting a sub-state machine. Right now there is no reliable way to do that. Not only would it be great to have a method like OnStateMachineExit that actually fires whenever exiting, but also to have a true "exit" state that ALWAYS gets fired on exit that I could drop behaviours on that I can use to cleanup/reset stuff.