Here is what the manual says (https://docs.unity3d.com/Manual/class-Transition.html) Interruption Source property The transitions in AnyState are always added first in the queue, then other transitions are queued depending on the value of Interruption Source: Note: This means that even with the Interruption Source set to None, transitions can be interrupted by one of the AnyState transitions. Am I reading this correctly that when setting a trigger which goes from AnyState, then current transitions are supposed to be interrupted? Because this is not the behavior that I am seeing using the Animator (2017.4.18). I am setting a trigger which goes from AnyState, and the transition is not occuring if the Animator is currently undergoing some other transition (if the Interruption Source is set to none). So am I understanding the manual correctly? Thanks.