• Unity
  • [Bug] Animation does not return to set up.

Hello. I have some problem with animation:
https://drive.google.com/file/d/0B0l7_sGbYE0OTEJ1aHR5WjBBdkE/view?usp=sharing
Code to reproduce:

skeletonAnimation.AnimationState.SetAnimation(0, "teleportation", false);
yield return new WaitForSeconds(0.2f);
skeletonAnimation.AnimationState.SetAnimation(0, "teleportation", false);
yield return new WaitForSeconds(0.2f);
skeletonAnimation.AnimationState.SetAnimation(0, "attack_6_4", false);

default mix 0. teleportation - teleportation mix 0.2
Spine Editor 3.6.44
Spine Runtime from github 3.6 branch 13.10.2017
Unity version 2017.1.2f1
I send test project on email(unity@esotericsoftware.com).

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Thanks for sending the repro project. I'll check it out.


I see the bug but it's a bit hard to make out what exactly is happening. The skeleton, animations and sequence are a bit complex.
Will update soon.

7 dias depois

Now animation work fine. Thanks for fix. :sun:

Turns out the fix was no good. It fixed your use case, but broken some other cases dealing with multiple mixing from track entries. We have a new fix in spine-libgdx that will be ported to the other runtimes soon.

21 dias depois

Ok. So it still normal that AnimationState is different in scharp and libgdx?
scharp:

case Dip:
               pose = MixPose.Setup;
               alpha = mix == 1 ? 0 : alphaDip;
               break;

libgdx:

case DIP:
            pose = MixPose.setup;
            alpha = alphaDip;
            break;