CatalinZZ

  • 27 نوفمبر 2015
  • انضمّ(ت) 10 أبريل 2015

    Hi,
    I did manage to find a workaround (set a flag letting me know to use SetAnimation on the next Update), but I wanted to make sure I wasn't missing anything.

    Thanks a lot for the link, I missed it before.
    I was aware End was called quite often and had code put in to avoid infinite recursion, but I stupidly assumed I would have the same issues with Complete. I had a quick look and yes, this will solve everything quite nicely 🙂

    I hate mecanim too, and ever since I switched to SkeletonAnimation, everything works and looks much better (especially animation transitions). Glad to hear that's the main focus 🙂
    If you ever need someone to play around with the stuff you do on the prototype branch, I'd be glad to!

    Have a great day!

    Hi,

    I'm using Spine in Unity using SkeletonAnimation (NOT Mecanim), and during the End event, I am trying to set a new animation (basically automatically go to Idle after an animation is done). However, the new animation doesn't start at all.

    Looking around the code, I see that what happens is that after running the End handler, when the code gets back to AnimationState.cs:169, in ClearTrack, it nullifies tracks.Items[trackIndex], which now contains the new animation, thus cancelling it.

    Any idea how to get around this? I can't move the null assignment before the call to the End event handler, since I need to know what animation is ending in some cases inside the handler.

    Also, is SkeletonAnimation going to be maintained in the future? I've had issues with the Mecanim version (not necessarily spine-unity issues, but all sorts of things), and I hope you don't plan on dropping support for the non-MEcanim way of doing things.

    Thanks,
    Catalin

    Hi jeremy,

    Can you go a bit into details what the problem was and how you solved it?
    I seem to have some twitchy behaviors too (flipping X axis). I can indeed pinpoint it to having blending in the mecanim setup.
    However, I actually DO want to have blending enabled when switching between animations, so I'm wondering if you managed to somehow have them without the glitches?