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  • Workaround for using mecanim with Skeleton Graphic?

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Hey folks. I'm trying to solve some problems with getting my UI to animate correctly.

I made a set of animations in Spine and set them up using mecanim, but it looks like there's no way of using mecanim with a Spine UI animation (SkeletonGraphic is the only option for UI), so I'm trying to figure out a way around this.

I looked at the state machine example scene which uses a dummy mecanim controller, but the mecanim setup I've got currently makes a lot of use of layers and blend trees, so I don't think using animation states is going to give me the result I need.

Has anyone else had a similar issue and found a way around it?

Thanks!

Welcome to the Spine forum!

To begin with, AnimationState supports applying multiple animations on top of each other (layering) and blending animations by setting the TrackEntry alpha. Therefore, it is not necessary to use Mecanim to achieve layering and blending. If you are considering using Mecanim because you could not find the ways of doing them, I recommend you to read the Spine Runtime Guide:
Applying Animations - Spine Runtimes Guide

Also, we have discussed similar topics in the following posts, so they would be helpful for you:
Spine UI with Mecanim animator
Spine and Mecanim in UI