Hmm, well I thought this was solved, but now I'm not sure.
We have our character climbing on a wall, and they have animations for left, right, up, down movement, and idle. Mixes are set to 0.2s but it looks like if you switch directions pretty quickly we get a pop/jump that looks like it's dipping back to the default pose. These are all animated on one track. Is the jump because we are interrupting the first mix? I can't think of any way to avoid this. We could have zero mix, but then you get jump/popping between animations anyway.
I'm trying to understand, so, can you ONLY mix between two animations on one track without getting a dip now? Because theoretically, if someone spams left, up, right within 0.1 seconds of each other, then Spine would be mixing Idle, Left, AND Up with overlap. Not sure if you guys would consider that a bug or just problematic, as this can happen pretty easily.
We tried to disallow player input for at least that length of time, but then it feels very unresponsive. Can you clarify the exact limits of the mixing? Can you have 3 animations queued overlapping on 1 track and avoid the dip? Open to any suggestions, clarifications, or thoughts. Thanks! =]