Hey all!
I was searching for a solution unique to me and couldn't find it, please excuse my lack of knowledge on not knowing the ins and outs of Unity runtime w/ Spine. I just make simple loop animations and place them into prefabs and they work perfectly with the script we have for our purposes.
Unity Ver.: 22.03.10f1
Spine Ver.: 4.2.33
At the moment, I'm trying to make a comic panel where each panel is a spine animation that will appear and loop after player input (tapping) that is linked to a trigger condition in the Unity Animator. Player will tap the screen, then the next panel will appear and play their animation as the previous one will persist continuously.
It's set-up with 4 GameObjects in a prefab, each with a unique SpineAnimation on them to represent the different panels and 4 different .anim files that just toggle on the next GameObject (panel) when the trigger is on. The spine animations have a script that plays the "enter" animation and then loops the "idle" animation right after indefinitely.
My issue is that when any of the GameObjects with the spine animations is toggled on via the .anim in Unity's Animator, it plays the "enter" track backwards, then plays it normally (enter -> idle looping).
I have no idea why it's doing that. In theory, when toggled on, it should just play enter -> idle(looped). Is this just odd behavior with using Unity's Animator + .anim or am I misunderstanding something? Any help is appreciated! Or if you need more information in order to help, let me know!