Hello Everyone,
I am posting today because we are having all sorts of unforeseen issues with the implementation of spine into Unity. First of all we are developing a game that is a top down Zelda like adventure title which means that we have 3 perspectives for each character in the game. The character skeleton is also fairly complex as well. Not to mention we have a lot of weapons, armor and various equipment to change for the players character. Here is an example below.
http://prntscr.com/e502ff
One of the most prominent issues we are having is when we "equip" or "un-equip"equipment (weapons/items that you visually see the character holding) . A good example of this is if we try to change the sword sprite. The animation will change the sprite back to the original sword and over-ride any code that may be put into place. It would be of great help if we could figure out how we can swap out graphics efficiently and not have to battle against the animation system constantly.
When we mix animations together it doesn't seem to work properly. For example when the player attacks the players mouth will open like he is yelling. When we return to the idle pose his mouth will stay opened despite the mouth closing during the last few frames of the attack animation. :bang: Or when the hero jumps and lands on the ground he will close his eyes before opening them. When the jump/land mixes back to idle his eyes are closed despite them returning to opened in the jump animation.
This happens in several instances and its quite frustrating.
Ive also noticed in some situations that when we change animations the draw order doesn't seem to update as it should. For example when the hero runs his foot will be moved so its in front of the leg but it is behind it during the idle animation. But for some reason when the player returns to idle the foot will remain drawn over the leg and its just a glaring issue.
I'm guessing others have had to have ran into similar issues and may be able to offer their input.