Hey Harald! Thanks for the reply.
Harald wroteI then made some changes in Spine, exported it, and updated the Spine Asset in Unity. The animation events were gone.
Is this intended? Should I not use events in unity's Animation, and only use events I set within Spine?
Actually the main intended workflow is to setup events within Spine. Would this be a useful or crucial workflow to add events via the Animation panel? We thought that since it does not show any animation context, precise placement of events would be very cumbersome, or do you think otherwise?
Now that I think about it, you're totally right. Not only does it not show any animation context, but if you change your animations and re-import them (potentially changing time-lengths, etc), then the Events that you had created would be out of place.
I'll switch to only using Spine's events.
Regarding the loop problem:
This is strange indeed, I usually always drag-and-drop the animation from the Project panel (under the Controller when the fold-out is expanded) to the state machine in the Animator panel, which creates and initializes the state with the proper name already. When I adjust the Loop Time
parameter before or after the drag-and-drop operation, it works well. Does this also work for you? If yes, then perhaps there is a Unity / Mecanim quirk that leads to this problem, as this is not in the hands of the spine-unity runtime to set or query, it's all on Mecanim / Unity side.
I had not been drag-and-dropping the animation into the Animator (I had been creating an empty state, and then adding the animations). However, I just tested it using the drag-and-drop state creation, and it still doesn't 'keep track' of the changes to the Loop Time checkbox:
It's not the biggest deal (now I know to just make sure I set the Loop Time before creating the state), but could be nice if it could somehow update when you change it