diff --git a/spine-csharp/src/AnimationState.cs b/spine-csharp/src/AnimationState.cs
index 3589fb794..ea6b47a27 100644
--- a/spine-csharp/src/AnimationState.cs
+++ b/spine-csharp/src/AnimationState.cs
@@ -250,7 +250,7 @@ namespace Spine {
bool firstFrame = from.timelinesRotation.Count == 0;
if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
var timelinesRotation = from.timelinesRotation.Items;
-
+
from.totalAlpha = 0;
for (int i = 0; i < timelineCount; i++) {
Timeline timeline = timelinesItems[i];
@@ -507,8 +507,10 @@ namespace Spine {
/// for a track. If the track is empty, it is equivalent to calling .
///
/// delay Seconds to begin this animation after the start of the previous animation. If <= 0, uses the duration of the
- /// previous track entry minus any mix duration plus the specifieddelay.If the previous entry is
- /// looping, its next loop completion is used instead of the duration.
+ /// previous track entry minus any mix duration (from the ) plus the
+ /// specifieddelay (ie the mix ends at (delay = 0) or before (delay < 0) the previous
+ /// track entry duration). If the previous entry is looping, its next loop completion is used
+ /// instead of the duration.
///
/// A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after
@@ -775,7 +777,7 @@ namespace Spine {
///
/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
/// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
- /// track entry will become the current track entry.
+ /// track entry will become the current track entry. affects the delay.
public float Delay { get { return delay; } set { delay = value; } }
///
@@ -835,8 +837,15 @@ namespace Spine {
}
///
- /// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
+ /// Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower or
/// faster. Defaults to 1.
+ ///
+ /// is not affected by track entry time scale, so may need to
+ // be adjusted to match the animation speed.
+ ///
+ /// When using with a delay <= 0, note the
+ /// { is set using the mix duration from the , assuming time scale to be 1. If
+ /// the time scale is not 1, the delay may need to be adjusted.
///
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
@@ -890,14 +899,15 @@ namespace Spine {
/// In that case, the mixDuration must be set before is next called.
///
/// When using with a
- /// delay less than or equal to 0, note the is set using the mix duration from the
+ /// delay less than or equal to 0, note the is set using the mix duration from the ,
+ /// not a mix duration set afterward.
///
///
///
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
///
- /// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
+ /// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
/// replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to
/// the values from the lower tracks.
///
@@ -914,9 +924,9 @@ namespace Spine {
///
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out.
- ///
+ ///
/// When mixing between animations that key the same property, if a lower track also keys that property then the value will briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% while the second animation mixes from 0% to 100%. Setting HoldPrevious to true applies the first animation at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which keys the property, only when a higher track also keys the property.
- ///
+ ///
/// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the previous animation.
///
public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }