Check animation transitions for pops
spine_mix_checkSimulates animation transitions to detect pops, missing events, and timeline offsets. Reports each issue's phase and likely cause before you ship the mix.
Instructions
Plays transitions with spine-core's AnimationState like a game (mixes, optional base track), switching at several points; reports pops with phase and likely cause, timelines first keyed after 0, and events lost inside the mix. runtime mecanim: as spine-unity's SkeletonMecanim, plus the keys each incoming animation needs (setupKeys).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| at | No | Switch points, share of outgoing | |
| fps | No | ||
| base | No | Loops on track 0 (track >= 1) | |
| bones | No | ||
| input | Yes | .spine, .json or .skel(.bytes) | |
| limit | No | ||
| trace | No | Bone traced per frame | |
| track | No | ||
| runtime | No | ||
| skeleton | No | Needed only with several skeletons | |
| autoReset | No | ||
| defaultMix | No | ||
| mecanimMode | No | ||
| transitions | No | Default: every pair, up to limit | |
| eventThreshold | No |