// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { fsmController = GameObject.Find("StatesController").GetComponent <FSMSystem>(); //if it's from door state, keep the target wall same, else get target wall by controller //if (!animator.GetBool("SliderEnterDoor")) targetWall = fsmController.SendToWallState(); roboticWall.Set_Robotic_Wall(animator.gameObject); slider = targetWall.transform.GetChild(0).gameObject; user = GameObject.Find("Camera (eye)").gameObject; wall_requester = GameObject.Find("User_Encounter_Area").GetComponent <Wall_Requester>(); wall_requester.SetWallSolved(targetWall); }