Hi!
I'm working with a small team on a videogame, and we're trying to use the Timeline UPM package to sequence an animation on a SkeletonAnimation component. This all works 100% fine in playmode, but it seems to me that while in edit mode, the track mixer code only succeeds at visualizing a portion of the animation (for example it will modulate attachment alphas in a seemingly-correct way, but it won't reposition bones or meshes leading to basically a weird-looking visual result).
As an experiment, I added the following 2 lines of code to the end of the method PreviewEditModePose in SpineAnimationStateMixerBehaviour.cs:
skeleton.UpdateWorldTransform();
spineComponent.LateUpdate();
And this appears to produce 100% functionality outside of playmode! Studying the code a little it does make a certain sense to me why this would work, but I can't help but feel like I'm trying to shove this in the wrong place or I'm otherwise doing something wrong that's leading to these preview problems. It seems like maybe these steps are SUPPOSED to get taken elsewhere in the code, and perhaps due to some error on my side (or some bug) it simply isn't happening?
I'm curious whether other folks who've been using the Timeline extension are encountering similar edit-mode issues to us! (And if so, I am interested in getting it fixed so that my artists can avoid entering playmode as often as possible while implementing these visual effects.)
Brendan