Hello Spine,
I'm having a frustrating issue where I want to change from one animation to another with mix duration = 0 but always end up having an inbetween-frame that looks jarring.
This is what it looks like
This is my code:
public void SetAnimation(int trackIndex, AnimationReferenceAsset animation, bool shouldLoop)
{
if (animation == null)
{
return;
}
this.ResetCompleteEvent();
TrackEntry trackEntry =
this.ActiveSkeleton.AnimationState.SetAnimation(trackIndex, animation, shouldLoop);
trackEntry.MixDuration = 0;
}
For the record, the reason it works when I change animation to the one facing North (when his back is showing) is that we use a separate Spine skeleton entirely for animations where the back is showing. So then we just enable one gameobject and disable the other. But when the transitions happen within the same skeleton, it looks bad.
What can I do to make the transition less jarring?