I guess this question would be for @Pharan. Thanks for this new spine-unity runtime, the well documented code is so cool I've managed to solve most issues due to the update except one that bugs me.
- I have an idle character who plays Attack animation when I press a key.
- Pressing the key repeatedly will chain two different Attack animations fluently.
- When skeletonAnimation.State.Complete happens, the character goes back to Idle
That worked perfectly with previous runtimes (from last month), like shown here:
But now, it glitches if I press the key again at the very end of the previous Attack animation. I think it's precisely while it's mixing back to idle. The character doesn't not Attack at all, instead, it makes a weird glitch/stutter like shown here:
Can you think about changes made to the way event system are triggered? Or maybe how mixing is handled? It seems like the runtime if forcing the mixing back to idle, bypassing the new attack animation, but still kinda play it, it's weird!