I'm not sure I understand your used workflow correctly:
Are you using baked animation tracks, via SkeletonDataAsset's Skeleton Baking window, accessed via gear-icon menu - Skeleton Baking
? Or are you using normal Spine Mecanim animation clips, that are generated when you instantiate a Spine Skeleton as SkeletonMecanim
for the first time (or via the button Generate Mecanim Controller
of the SkeletonDataAsset Inspector)?
Could you perhaps post a short video of the current undesired behaviour you are encountering?
Could you also post a screenshot of your Mecanim State setup, especially the transition configurations between idle
and run
will be interesting.
Alternatively, you could also send us a minimal Unity project where this problem is still occurring as a zip file to contact@esotericsoftware.com. Then we can have a look at what's going wrong.