• Unity
  • Transition blending weirdness

So we've had this weirdness of our transitions (to clarify: dedicated transition animations, not unity-driven transitions) for a while. Within unity preview, animations seem OK. But when the game is running, some transition anims pop-up-front a weird dark layer for no apparent reason.

Is it the animations fault, or could it be some settings behavior we don't know about?
We do not have a dedicated animator, so it's difficult to test the animations themselves, but our previous animator who worked on these said they should be fine. What could be the problem though? Any ideas?

This is how it looks on pause at the exact point when the dark layer pops up:

Couple of frames ahead and it fades out to look as it should:

There also you can see our blend tree config. It is pretty straightforward, with no in-between blends. Transitions between animations are also without 'exit time', meaning they should be instant.

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I assume by "weird dark layer" you mean the gray instead of white fur color in the screenshot.

Without knowing your Spine project, it's hard to tell. This could be that you have a gray Attachment that is set visible, or a Slot color being changed to gray, problems with the shader, and so on. Please open your project in the Spine Editor and have a look at the Attachment images and Slot colors, whether you find anything suspicious.

OK. So animator said it was a problem with premultiply alpha... though I don't exactly know what he changed, but after re-export from Spine, the darkish layer is no longer there.
Sorry for dumb post 🙁
PS. All attachments were disabled, shader was default 'Spine/Skeleton'

No worries, glad you've figured it out. Thanks for letting us know!