I had a bug(?) when, if player lost all health and I loaded save when he was still alive, the character would be uncontrollable and stayed “dead” on the floor. I modified my load method in health script a bit, and it works fine now.
public void RestoreState(object state)
{
health = (float)state;
if (health > 0)
{
isDead = false;
GetComponent<Animator>().SetTrigger("load");
}
else Die();
}
trigger “load” is connected from “any state” to “locomotion” without exit time