I'm using SkeletonAnimator because it's convenient in Unity, but I found a bug when I use interruption source in Animator.
I have a transition from A to B, and one from A to C. The transition from A to C has a higher priority.
I set both two transition's interruption source to current state, which enables a transition interruption.
In Unity, the result should be like this:
When the animator is playing a transition from A to B, the transition A to C can interrupt the transition, and start a new transition from X to C.
However, the spine animation just stops playing until the transition from X to C is finished. Then it suddenly starts playing from the next frame after the transition of animation C. (It means if the transition of X to C ends at the 5th frame of C, the animation starts playing from the 6th frame of C)
When the player is playing a landing animation, I move the player, and the transition goes from landing to moving.
Then the player starts to fall, so the animator interrupt the transition and starts the transtion from X(a state between landing and moving) to falling .
However, the transition from X to falling is totally wrong. It just stops all the animations and plays nothing (just like T-pose in 3D games):
Anyone has an idea about how to deal with the problem, or it's just a bug in Spine-Unity's SkeletonAnimator?
Many thanks.