Is there a reason why the new SkeletonComponent might cause multiple skeletons drawn on top of each other to flicker back and forth? (I think the flickering is in terms of draw order of whole skeletons. I guess whole meshes.)
Can anyone using the new double-buffered mesh SkeletonComponent confirm if this is a problem on your end as well?
(If one of the runtimes has a bug, should I post about the issue in the bugs section or the runtimes section? )