• Runtimes
  • [BUG] I found a bug about "SpineAnimationState Track"

"SpineAnimationState Track" When you set timescale before timeline playing, it works prefect.
But when you set timescale during timeling playing, the bug is appeared.

You could check the last part of the video, the timeline played with a time scale, but SpineAnimationState track with another time scale.

Here are a small Unity Project for reproduce the bug and a video for how to reproduce it.
https://drive.google.com/drive/folders/1IJ2NPVbIMOE4u6qi5t0Z7-tMCvkoQArD?usp=sharing

We use spine to make a action game, in our game , we have bullet time.(Slower enemies except Main player).So this bug is important to us.

Thank you for the support!

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Thanks for reporting and for the reproduction package, and sorry for the troubles! Unfortunately we could not reproduce the issue with your provided Unity project. The problem is that the Spine Animation State Track had the persistent error "Track cannot be loaded." even after adding the latest Spine Timeline package. We verified that we could add a new track with clips successfully using + - Spine - SkeletonAnimation Track as normally.

Are you sure that you are using the latest version of the Spine Timeline package? If so, could you please upload a new version of the reproduction package that includes the package directory and/or the used Spine Timeline package so that it works out of the box when opening the project?

Thank you for your reply.

I have fixed the project and record a new video to reproduce more clear.
Here are the video and project.
https://drive.google.com/drive/folders/1ilWFQuy32oTl_yr9MRwTRQ7Dskd0d0lk?usp=sharing

You coud reproduce the bug via next step:

  1. play timeline start with 0.5x time scale.(set RootTimeScale = 0.5f)
    1. change time scale to 1x speed during the timeline playing.(set RootTimeScale = 1.0f)

you could find when timeline sped up to 1x speed, the "Spine Animation State Track" still with 0.5x speed, therefore the "Spine Animation State Track" stop at incorrect frame when the timeline end.

Ps. I use the code below to change the timeline root timescale.

var playable = playableDirector.playableGraph.GetRootPlayable(i);
playable.SetSpeed(testtimescale * this.timeScale);

Thanks for uploading a new package. Unfortunately it does still not include the Spine Timeline package that you are using. It has a reference to the Spine Timeline package pointing to a folder on your desktop. This was unfortunately not included in the provided package. So the same Track cannot be loaded problem described previously persists.

Thanks for uploading the new package! We could reproduce and have just fixed the problem. A new commit has been pushed to the 4.1 branch, a new UPM package is available for download here as usual:
spine-unity Download

Issue ticket URL for later reference:
https://github.com/EsotericSoftware/spine-runtimes/issues/2142

Thanks again for reporting!