This issue might be related to (Flickering when using Flip in Unity) but i'm not sure as the files wasn't there anymore.
I'm using an IK target to aim towards a target, and depending on what direction it's aiming, it's showing either the side or down view, by changing animations on several tracks. When aiming to the left, i want the spine transform to be flipped, but work the same otherwise.
The problem I have is that when I get to the point where it switches, it blinks for a frame in the other direction, before it being flipped.
See attachment:
https://www.dropbox.com/s/47iip9x6ney5vkf/glitch.mp4?dl=0
I've double checked, the flip command only runs once, and not back and forth as it seems. So it seems like it's Spine is changing the animation one frame after the flip is called, causing the glitch.
Things i tried:
- Putting the flip command in LateUpdate
- Put the spineAnimation in a child of the transform that is being flipped
- Change the flip to use localRotation -180 on y
- I tried putting skeletonAnimation.Update(0); after SetAnimation. I had used this on another rig with the comment "Update skeleton so it happens now, and not next frame (prevents flicker)". But it doesn't seem to have any effect.
I have this as a minimal repro project as well if this is complicated 🙂
Thanks!