VoidChronos As soon as the transition between jump and idle begins one SPECIFIC bone rotation breaks for all other states. We've tried a lot but do not understand what's wrong and how to fix that. We've tried using Hard mix, it doesn't solve the issue. If we use Auto-Reset - the issue is hidden, but the bone is still broken, it looks weird during animations and snaps into place during idle Unity 2020.1.2f1 Spine-runtime: spine-unity-3.8-2020-06-08.unitypackage We've created a demo-project. To reproduce the issue, click the jump trigger in the SpineMecanim animator. Link to google drive with the project: There's also link to the spine project:
Harald Thanks for posting the reproduction package and sorry for the troubles. We will have a look at it and will get back to you as soon as we've figured out what's going wrong. The problem and solution are the same as described in this thread: SkeletonMecanim MixModes confusion I have added a section to the spine-unity documentation here as well: spine-unity Runtime Documentation: Required Additional Keys