I just found this new mixing/dipping(?) issue.
- I have a slot with two sprites (sprite-1 and sprite-2). In Setup, it's set to sprite-1
- I have two animation clips - clip-1 and clip-2. Both clips have sprite-2 keyed on first and last frames
- In Preview window (this also happens in Unity) I play clip-1 on track-1, and clip-2 on track-2. Once I disable track-2 mixing occurs, and we can briefly (mixing duration) see sprite-1 (the one set in Setup) appear, which is the issue.
It looks like 'no animation' on track-2 basically says 'go to setup pose', which sounds logical, BUT I'm still playing clip-1 on track-1, which has sprite-2 keyed, and 'no animation' on track-2 should read as 'no key', thus sprite-2 should be played all the time, and we shouldn't be able to see sprite-1. I even went down in Spine versions and found that this doesn't happen in 3.6.53 (we don't get to see sprite-1 while mixing out). It's probably not a bug per se, but we should definitely go back to how 3.6.53 solves this situation, since the new way is already causing me trouble in two unrelated projects.
Gif of what happens and repro project attached
This is kind of a major issue.
Imagine you have 10 faces in a slot. In setup you have the 'normal' face selected for obvious reasons. Then you have an animation with a scared face, and you play a clip on a higher track over it. When mixing out, you see the 'normal' face, which breaks the animation.