From 39063c5d37a79e461a04aa5238be82b952e06c42 Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Fri, 12 Jul 2019 20:27:06 +0200 Subject: [PATCH] [unity] Fixed a bug in SpineMecanim which caused dipping to SetupPose during transitions due to MixBlend.Replace on first track. --- .../Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs index 9ca40bdea..b2a983446 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs @@ -367,7 +367,7 @@ namespace Spine.Unity { for (int layer = 0, n = animator.layerCount; layer < n; ++layer) { var controller = animator.runtimeAnimatorController as UnityEditor.Animations.AnimatorController; if (controller != null) { - layerBlendModes[layer] = MixBlend.Replace; + layerBlendModes[layer] = MixBlend.First; if (layer > 0) { layerBlendModes[layer] = controller.layers[layer].blendingMode == UnityEditor.Animations.AnimatorLayerBlendingMode.Additive ? MixBlend.Add : MixBlend.Replace;