@fitpighter Thanks for getting back to us. While it might solve one issue, calling skeletonAnimation.ClearState()
or skeletonAnimation.AnimationState.ClearTracks()
is not recommended since you then don't get mixing between two successive animations (no smooth crossfade transition from one animation to another). Additionally, it is wasting CPU cycles for the clear operation which should not be necessary before adding an animation. We would recommend investigating the cause of the problem.
fitpighter

- 13 фев 2024
- Регистрация: 7 июл 2023
@fitpighter I'm afraid we need more information to be able to help. This could be a problem with attachment visibility in the setup pose in your Spine project. Are these problematic invisible parts visible when you switch to
SETUP
mode (fromANIMATE
mode) in the Spine Editor?Do these problems occur if you preview the same two or three animations in the Spine Editor via the
Preview
view (ALT+R)? If so, then the problem is located in the Spine project and likely related to attachment keys or visibility during the setup pose. If not, it might be a problem on the Unity side.Which exact version of the spine-unity runtime (name of the unitypackage, also listed in
Assets/Spine/version.txt
) are using in your project? If you're not using the latest version, please have a try whether updating the package resolves your issue:
https://esotericsoftware.com/spine-unity-downloadIf the problem could not be resolved by the above, could you please send us a minimal Unity project which still shows this issue? You can send it as a zip package to contact@esotericsoftware.com, briefly mentioning this forum thread URL so that we know the context. Then we can have a look at it.