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  • Issue when mixing out animation clips

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I just found this new mixing/dipping(?) issue.

  • I have a slot with two sprites (sprite-1 and sprite-2). In Setup, it's set to sprite-1
  • I have two animation clips - clip-1 and clip-2. Both clips have sprite-2 keyed on first and last frames
  • In Preview window (this also happens in Unity) I play clip-1 on track-1, and clip-2 on track-2. Once I disable track-2 mixing occurs, and we can briefly (mixing duration) see sprite-1 (the one set in Setup) appear, which is the issue.

It looks like 'no animation' on track-2 basically says 'go to setup pose', which sounds logical, BUT I'm still playing clip-1 on track-1, which has sprite-2 keyed, and 'no animation' on track-2 should read as 'no key', thus sprite-2 should be played all the time, and we shouldn't be able to see sprite-1. I even went down in Spine versions and found that this doesn't happen in 3.6.53 (we don't get to see sprite-1 while mixing out). It's probably not a bug per se, but we should definitely go back to how 3.6.53 solves this situation, since the new way is already causing me trouble in two unrelated projects.

Gif of what happens and repro project attached


This is kind of a major issue.

Imagine you have 10 faces in a slot. In setup you have the 'normal' face selected for obvious reasons. Then you have an animation with a scared face, and you play a clip on a higher track over it. When mixing out, you see the 'normal' face, which breaks the animation.

Just fyi, this also happens in Unity, not only in preview view

12 giorni dopo

We've got a potential fix, please see the issue linked above. It will be ported from spine-libgdx to the other runtimes soon, after a bit more testing.

7 giorni dopo

The bugfix has been released for the spine-unity runtime as well now.

The updated 3.8 unitypackage can be downloaded here as usual:
Spine Unity Download

you guys are the best

:fiesta: