If you want two animations to be played on separate tracks at the same time, that's what the trackIndex
parameter is about.
state.SetAnimation(0, baseAnimation, loop);
state.SetAnimation(1, colorFadeAnimation, loop);
AoF wroteI'm using Unity with mechanim references.
I'm a bit confused by this line - if you are using SkeletonMecanim, then instead of the above state.SetAnimation
calls, you would add a new animation layer in Unity's Animator window as usual. There you would then transition between animations as on the base layer.