tl;dr; I want Spine not to update itself and leave the whole control to me, by me selecting exact animations time every frame.
In our indie game studio, we like separating simulation from render, despite of what Unity3D tries to force on us.
Think of it this way:
-We have a huge class named "Simulation", and it does everything besides rendering.
-We have a class named "Renderer". It is a stateless class. It does not hold any information besides its object pools. It has a single public function: Renderer.render(simulation);
So in theory we can render different simulations every frame. You may not like this way of coding, this is definitely not Unity way of doing things. It`s not Entity-Component. It is closer to MVC.
But it works! Our only problem is Spine...
Spine works in the "Unity way". Each component has its own update function, does its own thing, no execution order control, everybody running around like children on cocaine.
What we need from Spine is very very simple:
Give me whole control, and render this exact time of this animation now.
The documentation suggests Animation.Apply function. It seemed to work for us for months. Then the problems occurred. They are mostly one frame glitches, or running animations at different speeds despite of how I call Animation.Apply.
I have already added my own functions inside the Spine classes to remedy the situation. It seemed to work for months now, but they come back.
I need a way of telling spine to not update itself and do what I tell it to do in the same frame.
Thanks in advance