Why when exporting an animation from Spine to Unity, the selected animation is reset to SkeletonGraphic UI. I understand that I need to run the necessary animation through the script, but in the editor the animated picture is very distracting. Also, the event is also reset if a function is attached to Unity, and then the animation from Spine is updated via export. And for a very long time with the preservation or any other manipulation in the editor, I will have yellow warnings in the number of 999+ 🙁 I'm waiting for every update that you fix it.
Animator is not playing an AnimatorController
UnityEngine.Animator:get_layerCount()
Spine.Unity.MecanimTranslator:Apply(Skeleton) (at Assets/Spine/spine-unity/SkeletonAnimator.cs:147)
Spine.Unity.SkeletonAnimator:Update() (at Assets/Spine/spine-unity/SkeletonAnimator.cs:86)
I forgot to write about one bug probably so it can be called: (For a long time I observe the following if I click Save then all my objects are turned on in the status as they are in the editor mode in Spine.Once in Unity I launch Play then everything objects are included in the corresponding animation.) I'm used to it 🙂 Although terribly distracting. But recently I had to turn off the whole object in Unity, and at a certain time, turn it on again, at the moment of power-up the next jump takes place the image of the one that is in the Spine editor.
The solution is only one but it's inconvenient, turn off all the images on the object and again export it from Spine to Unity, then the problem disappears. Can you fix it? The solution is simple when exporting, you can turn off all the images that are visible in the editor. Well, yes, turn it off! And why are they needed in Unity?