@ultrafop Thanks for the additional details. If you're using a single script to query the location in LateUpdate
, then it should not be an issue with script execution order of LateUpdate
in relation to other scripts, if there is only one script involved.
To diagnose the issue better: Are the bone locations behind just the first frame after enabling your skeleton GameObject? Or is it behind a frame all the time during playback? You could quickly test this by assigning the queried projectile spawn location every frame to a GameObject's Transform position.
My current best guess would be that the script that enables the skeleton GameObject is late, so that the enable-script's Update
method is called after SkeletonAnimation.Update
, enabling the skeleton but the Update is occurring next frame. Thus you could have a try calling SkeletonAnimation.Update(0)
after enabling your skeleton GameObject, and after setting the desired animation.