Hello, so, I THINK I've found a nasty bug...
I've done a plant monster moving inside Spine App, This Plant is the third boss of my game, but it's the first one I've done with the edit mesh feature.
How my game works? When the player enters a new level, everything, including the Boss is loaded, but the Boss's gameObject.activeSelf is set to false as soon as he is created. When the player gets to the Boss Room, the Boss's gameObject.activeSelf is set to true.
This worked nice with the other bosses, but with this one, when I ENABLE the gameObject, it starts flickering like hell (one frame is visible, another one is invisible, and so on).
But (this part is important) the object ONLY FLICKERS when, as soon as I instantiate it, I make it invisible (copy.SetActive(false)) and I ACTIVATE it back THROUGH CODE (if press some key -> copy.SetActive(true)). If I activate it back with the inspector, this strange behaviour does not happen.
Another thing to consider. It only flickers when the object is above a given y position. Yeah, strange.
I've made two examples. One using the tk2d official runtime and the other using the unity official runtimes
The attachment is 5Mb, I ask you to download it here:
http://www.filemail.com/d/nzpjooawvwnstkv
I've also created a readme.txt inside the file. Please read it for instructions in how to activate the bug.
Thanks.