Hey Guys,
I'm using Spine with Unity3D here. I'm new to Spine and enjoying it so far.
I've run into a little problem. One of my animation changes the visibility of two images. As an analogy, say my animation has 10 key frames. Before the start of the animation, object A is visible and object B is invisible. On key frame 8, it reverses: object B becomes visible and object A becomes invisible. This is set by clicking the visibility dot (under the column with the eye icon) in the Hierarchy view in the Spine editor.
More than 95% of the time, the visibility works as expect. That is, object B becomes visible and object A invisible near the end of the animation. However, < 5% of the time, object A stays visible and object B invisible even until after the animation is finished. There is only one other animation running at the same time for this very same Game Object, specifically the "Run" animation. There are absolutely no key frames in the "Run" animation that controls visibility on object A and B, hence the inconsistency shouldn't be caused by "Run".
It almost seems as if the key frame in the animation in which I inverse object A & B's visibility has been missed or skipped duration run time.
Temporary Solution: I've added quite a few more key frames that set object A & B's visibility the same way as key frame 8. That is, I copied key frame 8 and pasted it onto 3, 4, 5, 6, & 7. This seems to have solved the problem.
The purpose for my post is:
1) To confirm that key frames in animations do indeed get skipped/missed during run time occasionally, or if the cause is something else that I'm unaware of. This information will help me down the road. Is this already a known issue? I didn't find anyone mentioning this in a brief search.
2) Hopefully inform the next person who runs into this issue, so they don't have to keep guessing.
Thanks :beer:
OT