So...
We’ve been using the older runtime and old animation state. We recently decided to try Pharan’s new version of the animation state to see if the issue is fixed. It does indeed fix the dipping problem for us, but it also appears to cause other issues. For example, our character’s run animation doesn’t properly mix back to the idle animation. It’s also inconsistent, sometimes it works, sometimes it doesn’t. We are using SetAnimation to trigger these animations, all on the same track. We remade the animations without keyframes to reset from other animations.
This issues seems similar to: http://esotericsoftware.com/forum/Blend-Weirdness-in-Unity-3-5-7263?start=25
You can see in the example video it works properly the first 2 times, but the 3rd time it doesn’t properly mix back to the idle pose, but you can still see the idle playing.
Is this the problem: When she moves from Run to Walk to Idle quickly, then the Idle animation interrupts the mix from Run > Walk?
Here's another example where we just use two animations, idle and walk. It doesn't get stuck all the time, but some of the time. Is this because it's queuing the walk, then idle, then walk again before it can finish mixing? Again, only using SetAnimation for these.
If it’s not possible to have no dipping and multiple mixing using the current AnimationState, are we ok to still use the latest runtime and Spine editor and just paste in the older version of AnimationState? Will that cause any other issues (except for the fact that we will need to keyframe everything on our animations)? Or are we best off sticking to the older runtime and editor?