tjbrunetto đã viếtI saw that Skeletal Mechanim requires the first frame of every animation to be qued with all values so that transitioning into another state works seamlessly
I assume by qued
you mean keyed. While it is not advisable to key "all values" but instead only those that are in setup pose and require transitions, it should not make things incorrect. The official requirements for additional keys is described here:
spine-unity Runtime Documentation: Required Additional Keys
Could you please show us your current Mecanim Translator
settings in the SkeletonMecanim
Inspector, especially the Mix Mode
settings?
tjbrunetto đã viếtAt this point I think I would be fine showing you guys the code via email to help solve the problem as this is starting to get costly on my end. We have a lot of tracks running, 7 in total. The rig is very complicated and I think a professional eye from the developers may be needed here.
Do you really need 7 tracks for switching a weapon? What do you do on these 7 tracks?
If your rig contains 7 tracks and a complicated setup, I'm afraid we won't be able to look at your whole game-logic code in order to fix the problem. Could you create a minimal reproduction Unity project that still shows the issue? You can send us a zip package to contact@esotericsoftware.com as always. If you can boil the problem down to a scene that automatically re-creates the problem, with a script that issues just the Spine- and Mecanim-relevant calls, we are happy to look at it.