Guts When I attempt to access animation time in a coroutine, it seems to be returning what the time was when the coroutine started. Is this expected behavior? If so, is there a workaround?
Pharan This may be helpful information: https://github.com/pharan/spine-unity-docs/blob/master/Spine-Unity-YieldInstructions.md#a-note-on-execution-order If you are not using Spine's yield instructions, you should sort of get the same idea when yielding null. Just remember: AnimationState is updated in Update. Rendering and world skeleton pose is applied in LateUpdate. Beyond that, it should depend on how you implemented your coroutine and the timing of your animations.