Hi,
I'm stuck on this old problem. I made a creature that has an eat animation, with spine events being called "Eat_Start" and "Eat_Stop".
I'm using it with the Skeleton Mecanim component. From what I understand, this is being sent as "SendMessage" with the "Eat_Start" and "Eat_Stop" messages.
Now I want to invoke a UnityEvent (play/stop a particle system) when the Spine rig does the "Eat_Start" Animation Event.
Do I need to create a function on a script with the name Eat_Start()? It doesn't seem very dynamic, when creating multiple events.
Also if I have two creatures, wouldn't both receive this event? How can this even be used?
Do I need to skip the Mecanim/Animator component completely and setup my own system to handle the spine events?
I find that the Animator is very easy to set up, with the transitions and parameters, but if it has this limitation, it seems kinda bad.
Thanks 🙂
Ok I realized that SendMessage is only called on every MonoBehaviour in the same game object as the MecAnim, so it works.
But it still would be better not having to hardcode a function for each parameter. 🙂