If you don't check "Advance by 1 frame," bullets may not appear.

I can’t say for sure, so I’m just throwing this out as a reference in case someone encounters a similar situation.

For a long time, I’ve been frustrated by the issue where the character transitions into the shooting action but no bullets are fired. Recently, I noticed that when I re-enabled the “wait one frame” checkbox in the shooting action, it seemed to stabilize. I haven’t seen the same bug again yet, so I can’t confirm it definitively, but if anyone else is experiencing bullets not firing, this might be helpful… maybe?

‘Let 1 frame pass’ is the standard way to have states. The only time you would want it unchecked is if you have a condition you want to be able to activate before any of the actions are performed within that state. So the behavior is currently as intended to provide max flexibility, but with default being the most compatible way to use it.

I hope that explanation helps!

Does that mean we need to check the “wait one frame” option to fire a bullet?

I feel like there are quite a few situations where we don’t want to return from an anystate, so I’d like that aspect to be clearly documented.

Yes exactly, it is to help make things predictable. 1 frame means the state will actually run before conditions can be met.

There is also a tooltip for it if you hover over the setting:

The “do not advance a frame” option is implemented primarily to avoid advancing by one frame in the following cases:

  • Empty states that exist solely to insert conditional branching
  • States that only modify properties, variables, or switches

While some execution actions may work in other cases, as Mr. Baz pointed out, if the transition occurs instantly without advancing even one frame, it’s best to assume that execution actions will not run.