Problem statement
Describe: 1) what you have tried, 2) what you expected, and 3) what actually happened.
We're playing various Spine animations at runtime, by calling SkeletonAnimation.AnimationState.SetAnimation. In some situations, for no reason we can recognize, the animation will display its first frame correctly, then not update for almost a full second, and then suddenly jump forward to where it should be. (I am almost certain that what's happening is, it is displaying the keyframes, but not tweening between them.)
By adding debug log lines to AnimationState.Update, I can confirm that TrackEntry.trackTime is being updated at the rate that it should be, as often as it should be. But despite this, the animation visually freezes. Though actually: we are also playing lipsync overlaid on the same skeleton at the same time, and THAT animation does NOT freeze; it continues as it should while the main animation is frozen. So the skeleton is definitely updating, despite the main animation not changing. (Also, omitting the lipsync animation does not make the main animation start working again, so it does not seem to be related to the bug.)
Give step-by-step instructions so we can reproduce the problem, if possible.
In the situations that it happens, it happens consistently; but trying to create new situations manually (with the same animations!) in order to diagnose the bug, doesn't work. I have no idea why it occurs in some placed and not others; I haven't managed to isolate anything in common or different between one situation and the other.
Runtime information
Tell us your Spine Runtimes version.
spine-unity-4.0-2022-02-28
Post your entire error messages here (or attach them), if you got any error messages.
No error messages.