Hello,
I was wondering if it would be possible to have multiple SpineAnimationTrack targeting the same SkeletonData ?
I tried (naively) to add a "trackIndex" property in the SpineAnimationStateBehaviour class and to use this trackIndex value inside the SpineAnimationStateMixerBehaviour class when animation is set :
line 83 : state.SetEmptyAnimation(clipData.trackIndex, mixDuration);
or
line 86 : Spine.TrackEntry trackEntry = state.SetAnimation(clipData.trackIndex, clipData.animationReference.Animation, clipData.loop);
Doing this does not work as expected. When clips overlaps their animation does not play.
Any idea how I could do this ? I have complexe spine, like a magical cauldron, in which I like to play multiple animations at the same time (tossing the liquid, bubble in the liquid, fire etc.) so it would be very useful.
Thanks
ps : when adding a SpineAnimationClip its duration in the timeline is not automatically set as the animation reference duration. Could be useful.
Ok, I have to apologize. It seems that it actually works in playmode, it's just from the Editor while scrubbing that it does not work. So nevermind the "request/question" part, but having the scrubbing working would be a must have :-)
Thanks