Minimum reproduction: Cannot trigger hit detection at the exact moment of state node transition.

Minimal Reproduction: Cannot trigger hit state at the moment of state node switching.zip (136.1 KB)

Description:
Press the space bar to attack. Under normal circumstances, when attacking, the enemy will trigger the “hit” state.
However, when the enemy is at the exact moment of switching state nodes, the enemy fails to trigger the hit state.
If you press the space bar randomly, the bug in this project triggers with a success rate of approximately 20%.
Increasing the speed of the enemy’s switching interval increases this probability; when the interval is less than 0.017 seconds, the probability becomes 100%.
This cannot be resolved by adjusting connection priorities or by using “any state”.

Impressions: This is a very serious bug that will ruin the hit-related mechanics of action games. I hope AGM becomes increasingly rigorous; this is more important than adding new features to AGM.

After testing, this bug behavior has been confirmed.
Reproduction steps:

  1. Download the project and run it with F5.
  2. Press the Space key to make the left object attack.
  3. If a new line of notification text appears at the top of the right object, the behavior is as expected (the attack is detected).
  4. If no new line of notification text appears at the top of the right object, the attack detection was missed.
  5. Under default conditions, repeatedly press the Space key; a certain probability of missed detections is observed → BUG.
  6. If the switching speed between the two states of the right object is increased, or if it is changed to unconditional switching, the attack detection is missed 100% of the time → BUG.

A bug report regarding this issue has already been submitted.

Observing a certain probability of omissions is a macroscopic statistical phenomenon.
Microscopically, if the object on the right is hit exactly at the moment of state switching, the attack detection will be missed 100%, even if the switching frequency is as low as once per second or longer; the omission is inevitable.

Version 1.0.15 specifically fixes this issue. Please confirm the current status.