I’m having some difficulty conceptualizing how achieve what I need using Playables. I’m hoping someone with some experience can offer some guidance. I need a sub-state machine where the transitions and the length of those transitions are set at runtime. I need a number of these state machines that are used at different times, each with similar structure but different clips and different transitions. Just to double check, I tried just using mecanim first. Override controllers allow me to change clips, and Animator.CrossFade allows me to create the transitions, but CrossFade doesn’t cope with interruptions. I thought there may be a way to deal with interruptions, but at that point I figured playables would be a better investment. I’ve started to work on a playable for this system, but I’m not sure of the best way to proceed. None of the examples really deal with how to replicate a mecanim state machine, and the looking at my animator controller in the PlayableGraph Visualizer, the structure is obscured by Playable nodes which I can’t see into (but I think suggest an answer to my first question). What I have put together with help from the examples is the ability to transition from my animator to a playable, and to transition from one clip to another clip within the playable. Beyond that I’m not sure of the best way to structure the playable graph for best results. 1. Should I just have all the clips connected to a mixer in one playable, or is it better to have a different playable for each state? From what I can tell, having all the clips in one playable is more like a blend tree than a state machine so I’m tending towards a playable for each state. What confuses me is that looking at the PlayableGraph Visualizer for my animator controller shows each mixer with 2 inputs - an animation clip and a playable - and I'm not sure what each represents. 2. Is there a functional difference between pausing a clip and stopping a playable? 3. To replicate mecanim transitions should I a) start playing the second clip/playable b) blend between the current/first clip/playable and the second one c) stop playing the first clip/playable? 4. Is PlayableDirector useful for this case? It looks like it might be useful as part of my Playable Controller but I’m not sure if it needs a timeline. Edit: Another question. 5. For my sub-state machines, what are the benefits of creating separate PlayableGraphs for each as opposed to housing all of them in a single PlayableGraph, and vice versa? They'll be disposed of as a group rather than individually, but are there performance implications?