title: unity animator and ANY STATE issue
body: <p>hey guys i have a problem with the animator i made a player that can transform so (player animations = idle; run; slid; jump ===plus=== player trasform animation = trasform; idlePlayerAfterTransform; runPlayerAfterTransform; slidPlayerAfterTransform; jumpPlayerAfterTransform) and i add testing attack animation and attack idle . the problem is I followed a tutorial and I use the ANYSTATE as the base of a relationship between all the animation and when I add the trasform animation they don't work and attack animation too I don't know what to do I really stuck I here am the script for animation manager </p>
  
  <p><a href="https://i.stack.imgur.com/II5Pv.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/II5Pv.png" alt="enter image description here"></a></p>
  
  <p><a href="https://i.stack.imgur.com/3HuZh.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/3HuZh.png" alt="enter image description here"></a></p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  
  public class PlayerManager : MonoBehaviour {
  
      private inputStates inputSs;
      private walk walkB;
      private Animator anim;
      private CollisionState CS;
      private wallJump wallj;
      private Jump longJ;
  
      public bool attack;
  
  
      public int lastPressed = 0;
  
  
      void Awake()
      {
          inputSs = GetComponent&lt;inputStates&gt; ();
          walkB = GetComponent&lt;walk&gt; ();
          anim = GetComponent&lt;Animator&gt; ();
          CS = GetComponent&lt;CollisionState&gt; ();
          wallj = GetComponent&lt;wallJump&gt; ();
          longJ = GetComponent&lt;Jump&gt; ();
      }
      void Start () {
      }
      void Update () {
          //DOZENT WORK =====================================================
          if (CS.standing &amp;&amp; Input.GetKeyDown (KeyCode.Alpha1)) {     
              attack = true;
              AnimState (2);
  
              if (CS.standing &amp;&amp; attack) {
                  attack = false;
              }
          }
          //==================================================
  
          anim.SetFloat ("Vspeed", GetComponent&lt;Rigidbody2D&gt; ().velocity.y);
          //IDLE=========================
          if (CS.standing &amp;&amp; !attack) {
              AnimState(0);
          }
          //=============================
  
          //run animation=====================
          if (inputSs.absX &gt; 0 &amp;&amp; !attack) {
              AnimState(1);
  
          }
          //==================================
  
  
          //slid============================
          if (!CS.standing &amp;&amp; CS.wall) {
  
              AnimState(3);
          }
          //================================
  
          //falling &amp; jump =========================
          if (!CS.standing &amp;&amp; !CS.wall &amp;&amp; !attack) {
              AnimState(5);
          }
          //================================
  
          //run animation speed=======================
          anim.speed = walkB.running ? walkB.runM : 1;
          //=========================================
      }
  
      void AnimState(int value){
  
          anim.SetInteger ("animS", value);
      }
  }
  </code></pre>