Hello! Im updating an old game using Spine 3.7.91 in Unity before I submit it to ID@XBOX. We have an issue with 1 animation, and it just won’t play right. So, we have given up and hope someone here can help. Here’s the issue:
A rose is shown at different points in the game. The thorns grow a little longer each time & text is shown with it. When the 1st animation is played, it briefly flashes a different animation then plays. It happens so quick it can’t be screen recorded but is noticeable. I was able to record it on my cell phone, so I was able to look closely what was happening:
1st animation: briefly shows the final animation before starting
Every animation after that: briefly shows the previous animation before starting
Everything looks fine in spine. So, we were puzzled why it was doing it. In the end we almost got things to work. I added a second to the beginning/end of each animation and hid everything during that time. That way if it still showed the previous animation, its state would be hidden so in theory it wouldn’t matter if it flashed it. We just tested it and all the animations work except the 1st one. It still briefly flashes the final animation.
So, we don’t know what to do, so hopefully its something simple that was overlooked. Any ideas? The programmer that worked on the game originally is long gone, so I have a friend helping me that’s never used Spine before. It was supposed to be quick & only take about a day of work ha ha! Here’s the code my programmer is using in Unity. If you need more info let me know & I’ll have him check out the post.
_roseAnimation.SkeletonAnimation.gameObject.SetActive(true); var roseAnimation = _roseAnimation.SkeletonAnimation.GetComponent<SkeletonAnimation>(); roseAnimation.AnimationName = _roseAnimation.AnimationName; roseAnimation.AnimationState.Complete += (t) => _anim.Play("GameManagerFadeMusicOut");