At Runtime All StateMachineBehaviour DOUBLEs
I tried to reappear it in a new empty Project but it failed. I dont know how to describe the difference between a empty project and the bug project.
I preset just only one StateMachineBehaviour on an AnimatorOverrideController, then click [Play], I got two same one. 
The [LayerWeightGlobal] is preset on Layer, it doubles too.
Is it a Hidden bug? My project's Unity version : 2019.1.0b4.Though I updated it to the newest one(2019.3.0a10), it still existed.(:
Your answer
Follow this Question
Related Questions
Animator Transition FrameSkipping When the first animation clip rotate a circle 0 Answers
Animator in child receives float from parent but animation doesn't change when condition is met. 1 Answer
Activate an animation when a certain score reached 0 Answers
Is there ANY way to create a animator controller and paremeters thru Scripting/ Code? 2 Answers
Simple animated UI Image overlay? 0 Answers