Hey guys,
So being new to spine and trying to incorporate Spine animations into my game, I'm noticing that when I have an event on the very last frame of a spine animation, that it's not reliably firing off in Unity. However, when it was using mecanim events it never missed a beat.
One thing I did notice is that a Spine animation when converted/instantiated as a mecanim controller would be twice as long as the frame count in spine.
Could this account for the unreliability of events on the last frame?
It's also VERY POSSIBLE that I'm doing something wrong on the export/import that is accounting for this behavior. Like I said...I'm new to this.
Cheers!
08 Sep 2016, 10:48
Well I just did a test and if I move the events to 3-4 frames before the end of the animation, they fire off flawlessly.
Is this a bug?