• Unity
  • See live animation at edit time in timeline

Related Discussions
...

Since updating to the most recent stable spine and timeline, I am no longer able to scrub forward and backward to preview my animations in the timeline window. (Example of it working in image)

This is a considerable loss for me because I do a lot of work where two animations need to interact with each other (handing over objects to one another, and I can track where to animate that object by scrubbing the timeline, for instance)

Is this a known bug? Will it be fixed?

I see this comment in the spine-unity docs:

Spine animations are not imported as Unity.AnimationClip objects. Unity uses a different curve scheme and the set of features do not overlap well with Spine's features. Instead, spine-unity animates using core C# Spine.Animation objects which retain all of Spine's animation features. This means a few conveniences may be absent, such as playing back animations in edit mode using the Animation panel.

But I've seen nothing about this no longer working in the timeline package manager documentation.


So after playing around quite a bit i've managed to make it work again - it basically requires me re-creating the animation reference assets every time I update the spine animations.

This isn't a huge issue, but my existing spines in my scene don't seem to have the new reference assets applied properly - if I drag in a brand new spine object into the scene, it will work with timeline editor UNTIL I update animations again.

This would be fine but the 'reload' function on the SkeletonAnimation doesn't seem to do enough - so I have to delete my old spine gameobjects in the scene and recreate them from scratch, but my project has so many references to these original spines, that it's a pretty huge undertaking to have to re-link every spine asset every time I bring in new animations.

Perhaps you guys could take a look at that reload function and make it a little more aggressive?

Cheers. Let me know if yiou need more info.

We are sorry for the inconvenience.

Are you sure that you have not deleted any .meta files or renamed any of the animations? In general there should not be any lost references from re-exporting over existing data. Does this problem also occur when you only copy the new skeleton .json or .skel.bytes file over the existing one?