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  • bug with the new update to 3.8 runtime in Unity

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I found a bug with the new update to 3.8 runtime in Unity, when playing any spine animation, the first frame is the Setup Pose. If the spine is freezed, the setup pose stay until the freeze is disabled.
A way to solve this temporary is forcing the skeleton update in the Start() method, with this line:

_skeletonGraphic.Update();

current first frame: (Same like "setup mode" in spine)

https://ibb.co/J7ZYSQM

expected first frame:

https://ibb.co/ZmJ2sB3

6 days later

I downloaded the latest (updated 2019-10-08), but it still occurs for me. It does go away if I call Update(0) right after SetAnimation. Am I doing anything wrong or is it not in the unitypackage?

The bug was fixed for setting the animation via the StartingAnimation inspector property, I didn't know you were setting it by calling SetAnimation().

When manually calling SetAnimation() after SkeletonGraphic.Awake() you will be too late, as it is updated in Initialize(). From where do you call SetAnimation()? From Awake(), or from Start()? You might want to check your script execution order when calling it in Awake().

Anyway, when setting the animation via SetAnimation() instead of via the StartingAnimation inspector property, we would recommend calling Update(0). I wonder how this worked in 3.7 without the call.

We're having the same problem since the last update. Our character is starting for one frame in the setup pose and is switching than to selected animation in the "Skeleton Animation (Script)" script.

Sadly the newest spine-unity Unity package is making no difference :/

Tobiaaatch wrote

We're having the same problem since the last update. Our character is starting for one frame in the setup pose and is switching than to selected animation in the "Skeleton Animation (Script)" script.

Your description shows quite a different scenario than the one discussed above (the above discusses SkeletonGraphic and the freeze parameter).

You said you are using the SkeletonAnimation component. Did you perform any freeze operation by disabling the component, right?
How did you set the initial animation? I assume you did not use the Animation Name property, right?