Hey there,
I am loving Spine and its Unity runtime so far, great work! While trying out SkeletonMecanim, I stumbled upon a difference between SkeletonAnimation's behavior and SkeletonMecanim's that I think is unintended.
I created a test project (using Unity 2019.1.0f2, Spine 3.7.94 and the latest runtime):
spine-test.zip
And a small video to show off the different behavior here: https://streamable.com/hoy6t
As you can see, the attachment during the transition from the "moving" to the "idle" animation changes at the start of the mix with SkeletonAnimation (and in the Spine editor), but only after the mix with SkeletonMecanim.
Note: I didn't keyframe the idle attachment in the idle animation - it's part of the setup pose. Adding a keyframe could be a workaround. That means more complex animations require a lot more keyframes though, and there's no way to test if enough have been added before adding them into the mecanim animation controller.
Is this me doing something wrong? Or is this a bug, and if so, is it fixable?
Thanks!
PS: In SkeletonMecanim, I also noticed that under Translator -> Layer Blend Modes, it is impossible to select a different blend mode since this is controlled by Mecanim. Mecanim only shows the "Override" and "Additive" options though, so I don't see how to set the "Setup" or "First" options in the translator - or even what they do, since I can't test them. 🙂
I created a temporary workaround by adding the following line right before this line:
if(autoReset) skeleton.SetSlotsToSetupPose();