I'm using Unitys Animator with SkeletonMecanim. When applying a parameter to the "Motion Time" in the Inspector of the animator, I'm getting this error:
Spine.Unity.SkeletonMecanim:ApplyAnimation () (at Library/PackageCache/com.esotericsoftware.spine.spine-unity@60922f90b0/Runtime/spine-unity/Components/SkeletonMecanim.cs:126)
Spine.Unity.SkeletonMecanim:UpdateAnimation () (at Library/PackageCache/com.esotericsoftware.spine.spine-unity@60922f90b0/Runtime/spine-unity/Components/SkeletonMecanim.cs:116)
Spine.Unity.SkeletonMecanim:Update () (at Library/PackageCache/com.esotericsoftware.spine.spine-unity@60922f90b0/Runtime/spine-unity/Components/SkeletonMecanim.cs:101)
When shooting, the character can aim at 4 directions, so there's four separate animations for that. When shooting and changing the aiming-direction mid-trough, the shooting restarts for the new aiming-direction. The solution would be to jump to a specific position in the animation, so it continues where it was. I'm trying to achieve that with Motion Time or Cycle Offset (hardly any documentation on Unitys part, but I guess those are the ones to test). And I noticed SkeletonMecanim doesn't support it?