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  • Spine 4.2, timeline skeleton animation track, sometime not play animation

when load a timeline animation,bind my spine skeleton to skeleton animation track in runtime ,use FullUpdate mode, and spine skeleton is in screen renderering, some times the animation not play , and some time it play. It happen on cell phone, android and ios both have this iusse.
Try clean animation track and SetToSetupPose before timeline play, but not work, need some help.

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It seems like you are experiencing an issue where the animation does not consistently play on mobile devices when using Spine 4.2 with the timeline skeleton animation track. Here are a few steps you can try to resolve this issue:

  1. Ensure Version Compatibility: Make sure that the version of the Spine Editor you are using matches the version of the spine-unity runtime. This is crucial for avoiding unexpected behavior. You can check the version compatibility in the Spine User Guide.

  2. Update to Latest Runtime: Ensure you are using the latest version of the spine-unity runtime. There have been recent bug fixes that might address your issue. You can download the latest runtime from here.

  3. Check Animation Setup: Verify that your animations are set up correctly. Sometimes, issues can arise if the animations are not properly configured. For example, ensure that attachments are not hidden on the last frame of the animation, as this can cause issues when mixing animations.

  4. Debugging Steps:

    • SetToSetupPose: You mentioned trying SetToSetupPose before playing the timeline. Ensure that this is done correctly and at the right point in your code.
    • Clear Animation Track: Make sure you are clearing the animation track properly before setting a new animation.
    • FullUpdate Mode: Double-check that you are using FullUpdate mode correctly and that it is necessary for your use case.
  5. Reproduce in Skeleton Viewer: Try reproducing the issue in the Skeleton Viewer. This can help determine if the issue is with the runtime or with the animation setup itself.

  6. Example Project: If the issue persists, consider creating a small example project that demonstrates the problem. This can help in diagnosing the issue more effectively.

If these steps do not resolve the issue, it might be helpful to provide more specific details or a small project that reproduces the problem for further diagnosis.

    Spinebot Ok , Thanks for your reply , i will try these step . but my issue happen not everytime, it means the animation can play sometimes, and also works great on editor, so i think the animation clip resource is good, also clean track code and SetToSetupPose is good,and FullUpdate is not need set because skeleton rendering in screen range,I sure if skeleton is visible spine will always update animation , this is my code below, maybe there is something wrony:

    //this is my timeline bind object function
    public void SetTrackBind(string trackName, UnityEngine.Object obj)
    {
            if (bindingDict.TryGetValue(trackName, out PlayableBinding pb))
            {
                playableDirector.SetGenericBinding(pb.sourceObject, obj);
            }
    }
    
    //spineAnim is my spine skeleton animation
    SetTrackBind("A_Spine", spineAnim);
    
     //try clean animation before 
     spineAnim.AnimationState.ClearTracks();
     spineAnim.Skeleton.SetToSetupPose();
     spineAnim.Update(0);
     spineAnim.LateUpdate();
    
    //timeline play,  notice anthor thing on timeline is work good
    playableDirector.Play();


      this is my timeline track

      by the way, I downloaded unity spine 4.2 package 3 month ago,not update anymore

      tianjie_gs Sorry for the delay in responding. Your code doesn't seem to be wrong, so could you please prepare a minimal Unity project that can reproduce the problem and send it to us so we can see the problem?: contact@esotericsoftware.com
      Please include the URL of this forum thread in the email so we know the context. Then we can take a look at what's wrong.