To animate a SkeletonGraphic without interpolation and simulate a specific FPS: http://esotericsoftware.com/forum/Changing-refresh-rate-at-runtime-to-mimic-No-Interpolation-11025?p=49563
The solution is to manually update the skeleton with a custom delta time:
public class Scene : MonoBehaviour {
public Spine.Unity.SkeletonGraphic theCharacter;
void Start() {
theCharacter.AnimationState.SetAnimation(0, "idle", true);
}
void Update() {
float customDeltaTime = *calculate here*
theCharacter.Skeleton.Update(customDeltaTime);
theCharacter.AnimationState.Update(customDeltaTime);
theCharacter.AnimationState.Apply(customDeltaTime);
}
}
However, Unity is calling Update() on the SkeletonGraphic at the same time, so right now the character's animation is being advanced twice every frame. How can I force Spine to ignore Unity's updates and only listen to my manual calls? Disabling the SkeletonGraphic component would just make it stop rendering, I think.