Mitch написав
Proving once again that Spine-Unity is actually my dirty 2D side project, meanwhile everyone tries to make me do all these fancy AR/VR/3D things 😛
if( skeletonAnim == null ) skeletonAnim = animator.gameObject.GetComponent<SkeletonAnimation>();
skeletonAnim.Skeleton.SetBonesToSetupPose();
skeletonAnim.AnimationName = animation;
adding skeletonAnim.Skeleton.SetBonesToSetupPose(); fixes your issue. your keyframes are wrong.
That looks great, really polished for a weekend project. And the sounds totally finish it haha.
I had already added that line of code after Xelnath had suggested it, it fixes some problems, but I the "FTZ_JumpMid" is somehow still messed up. And in the preview window everything seems to be even worse, but I can live with that I guess haha.
So you're suggesting our problem lies with the actual animations in the spine software? I hate to be that kid in class that just can't stop asking questions, but could you clarify what you mean with the keyframes? I'm not quite sure what I should relay to our animator now.
Edit: What might be related is that I have disabled "Bake Animations" and "Bake IK" in the skeleton, but when I run the scene the values are permanently enabled again, even when I stop playing the scene afterwards.
Edit2: I noticed that the animations seem fine when I disable mxing
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This is what it looks like with mixing;
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During a tutorial it was mentioned that meshes and using mixing doesn't play well together, perhaps that could be the source of our problems? Because we are indeed using meshes on some parts.
Thanks a bunch for all the help!