Nate написал Otherwise as mentioned you could use a track entry listener. .
Right now we have this "event firing order" situation going on, so I'm gonna wait.a few days for Harald to run some tests :p
Nate написал
Another option would be to clear the track, then set the same animation that was playing and adjust it to be have the same track time, animation time, animation last, etc. That way it will appear to continue playing the same animation, but without any animations queued after it
Depending on the time it takes to get the correct timing and set the new animation it might work !
I think I'm gonna try the 3.9 methods but I'll keep that solution in mind if I run into issues 🙂
Thank you Nate :yes:
Hello guys,
Sorry for digging up this old thread, I might end up creating a new one but hopefully it will make sense to discuss here. 🙂
I've been away for a while and I'm wondering if I should upgrade my Spine-Unity runtime. Last time we spoke there was no way to specifically access/get/remove the currently queued animations in track. You kinda told me about methods that could provide such a function in 3.9 but haven't been lucky looking around for informations.
So my question is pretty much the same than back in 2020. If I addAnimation A, B and C, today what would be the convenient way to remove animation C from the queue but still wait for A and B to complete ? :think:
Ultimately, it would be amazeballs to be able to get animations in queue by index to manipulate them, like a sort of "timeline"
Thanks again for the great support,
it's good to be back :nerd: