KPerev From what I can tell, we have several "skeletons" in the same SkeletonData one for each direction, and when we change direction, the previous skeleton is hidden, and the next one is shown.
I'm not sure what you mean by "skeletons", as there can't be multiple actual skeletons in a single SkeletonData. If a project contains multiple skeletons, during export each skeleton would be exported as a separate skeleton.skel.bytes
or skeleton.json
file.
Unfortunately it's a bit hard to help based on such vague information. How are you switching between directional "skeletons"? Do you change animations, or skins, or set different GameObjects visible?
KPerev I feel like this might be the case here, but now it depends on the animation team, I don't have the project to check it myself. I will inquire them about everything asap
You can use the Skeleton Debug
window available via SkeletonAnimation - Advanced
and hit the Debug
button to open the debug window (see the documentation here). There you can inspect what actually happens when switching directions, which attachments are enabled and disabled, and so on.
Note that you can always use the Spine Editor and choose Spine
- Import Data ..
, then save your project and use Spine - Texture Unpacker ..
to unpack the texture atlas to an images
subdirectory. Just be sure to update the path in Images
Path
to ./images
as well.
If SkeletonAnimation.Update(0)
did not work out for you, when did you call this method? Also, did you try AnimationState.ClearTrack(trackIndex)
as Spinebot suggested? If you don't want any previous animation to have any effect on the respective track, this might be the easiest solution.