SpineTimeline
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SkeletonGraphic fail to unfreeze if used by Control Track
I found a Unity bug where director's playable graph won't be destroyed after it ends if it is used by Control Track and the control clip ends at the final frame. And the unfreeze logic is in the on destroy override making your spine stay frozen even after the timeline ends. To fix this until Unity give me an official fix, if you have Control Track that use SpineTimeline make its clip 1 frame less and put something else to pad out the track's length.