Hi,
I'm using Spine in Unity using SkeletonAnimation (NOT Mecanim), and during the End event, I am trying to set a new animation (basically automatically go to Idle after an animation is done). However, the new animation doesn't start at all.
Looking around the code, I see that what happens is that after running the End handler, when the code gets back to AnimationState.cs:169, in ClearTrack, it nullifies tracks.Items[trackIndex], which now contains the new animation, thus cancelling it.
Any idea how to get around this? I can't move the null assignment before the call to the End event handler, since I need to know what animation is ending in some cases inside the handler.
Also, is SkeletonAnimation going to be maintained in the future? I've had issues with the Mecanim version (not necessarily spine-unity issues, but all sorts of things), and I hope you don't plan on dropping support for the non-MEcanim way of doing things.
Thanks,
Catalin