Quick answer: Unity Animator's StateMachineBehaviour OnStateExit not firing when Animator is disabled? Animator disable skips all callbacks - tear down state via OnDisable instead.
Disabling the Animator for an offscreen NPC; their state machine never exits the run state; gameplay logic stuck.
Tear down in OnDisable
OnDisable on the holding script. Tear down whatever StateExit would have done.
Or keep Animator enabled
For state-critical animators, leave enabled. Use cull mode for offscreen optimization.
Set culling mode
Animator > Cull Mode = Cull Update Transforms. Keeps state machine ticking; skips transform updates.
“Animator disable is a kill switch. State machine is collateral damage.”
For gameplay-critical animators, cull mode beats disable. Tighter optimization; correct state.