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Referencing animation by string instead of by AnimationReferenceAsset #9

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midiphony opened this issue Oct 8, 2021 · 0 comments

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@midiphony
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midiphony commented Oct 8, 2021

Hello ! :)

This "issue" is not specific to your SpineTimeline implementation, since the official Spine Timeline implementation also chose the same solution.

I was wondering why you forced the use of an AnimationReferenceAsset for referencing animations ?

My use case is that I would like to use a TimelineAsset for multiple Spine (SkeletonAnimations), and I could just bind the Timeline at runtime to the instance of the Spine.
My issue is that the AnimationReferenceAsset would be linked to a specific SkeletonDataAsset (even if I see the point of the initialization of the AnimationReferenceAsset). But I might be missing something !

I'd be happy to discuss with you about this use case :)
(you can just close the issue if you don't have time ;) )

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