So this is my bug fixing process rundown.
First thought was that I didn’t reset the “timeSinceLastAttack” counter when attack is canceled by the player. But that shouldn’t really be causing problems because it’s getting incremented all the time in Update function.
I’ve played some more and discovered that when you transition from attack to locomotion occurs in the same time as player cancels combat – trigger “stopAttack”
isn’t being released. It is because the second transition isn’t used.
My solution was to “mute” the transition triggered by “stopAttack” and move it to: from “Any State” to “Locomotion”. Trigger always is released. It worked!
Then I watched rest of video and changed that to more optimal solution😉.