Howdy!
I've read up on the mix times: Applying Animations - Spine Runtimes Guide and I looked at a thread where someone had what seems like a similar issue: Animation transition problem
My problem is that when my unit switches idle poses, theres a stutter. There is a "Roar" idle and then the unit goes back to shuffling his arms and while his arms are shuffling hes supposed to transition to the "Idle" idle state and just keep shuffling his hands and loop indefinitely. My artist has assured me that the final frame from the end of the "Roar" idle is EXACTLY the same as the "Idle" idle 0 frame.
The problem is when going from the roar idle to the idle idle, theres a skip. When I set the mix time to 0, there is a micro stutter. And heres what it looks like if I set mix time to 0.5f (Ive slowed the animation down so you can see the stutter):

Note the stutter at the end is just the gif refreshing, the real issue is when his hands move up and down (right before the end), the transtions should be smooth. Setting the mix time to 0 just makes the above stutter happen at a micro flicker but its there.
Any suggestions on what I am missing?
My code is pretty bare bones:
_completeTrackListener = _baseState.SetAnimation(0, "idle", true);
_completeTrackListener.MixDuration = 0.5f;