Harald In this case to fix issues when adding animations without advancing time but still triggering an update call (AnimationState.Update). Previously this could lead to a stack overflow, which is fixed by the above changes.
Strange, I fixed the issue by replacing SkeletonAnimation.Update(0);
with SkeletonAnimation.AnimationState.Update(0);
in one of our scripts.
Can you tell me the design difference between these methods? Which one should I be using?
In my specific case, I am subscribed to animation start event and starting another animation on a different track but can see one frame missing attachment. The Update(0) did the trick to see the change immediately, the same frame - that's why I am calling it. I see I am using the SkeletonAnimation.Update(0);
in many other scripts without problem (probably? not checked all), but now I am unsure if it's safe, and what is the correct use case?