Nate wrotekilopop, sorry I don't have a good estimate. We'll update spine-corona to v3.3 first, then the AnimationState changes should come in the runtime update after that.
kbm, more important than which thread is a simple test case which shows the problem. Any chance you can provide that?
Hi Nate, thanks for your reply.
Not sure what's going wrong, the Spine file is nothing special, I guess the test case would be to mix animations in C# Unity on different tracks? That's what seems to trigger the issues.
I add a listener to my script on the start, like this:
void Start() {
skeletonAnimation.state.Complete += AnimationCompleteListener;
}
void AnimationCompleteListener(Spine.AnimationState state, int trackIndex, int loopCount) {
if (state.ToString().Contains("animation-once")) {
print("this should print when the animation was completed");
}
}
and then I set the animations like this:
skeletonAnimation.state.SetAnimation(0, "animation-loop", true);
skeletonAnimation.state.SetAnimation(1, "animation-once", false);
which used to work flawlessly, with the Complete Listener as well, but now it seems to screw up something and has a delay of 1-3 seconds which is really odd.
Any ideas? Is this a known issue or am I doing something stupid?