@wiige FYI: We've added a small section to the spine-unity-main-components page here. It's a remark to not call SetAnimation
every frame and what to do instead.
The diff is as follows:
https://diffy.org/diff/30c056aef9214
Here is the added text, starting before #### Queueing Animations
:
> **Important Note: don't call `SetAnimation` every frame.** It might be tempting to call `SetAnimation` with the target animation in your script's `Update` method regardless if it's already playing, thinking that the spine-unity runtime will automatically detect whether the animation changed. Not only will this start the animation anew each frame, freezing at the animation's first frame. As the Spine runtimes are designed for smooth transitions between animations, this will also add a [TrackEntry](/spine-api-reference#TrackEntry) for each call, mixing from animations previously added on the same track to this newly added one.
>
> Instead of calling `SetAnimation` every frame, keep track of the current state of your character and only call `SetAnimation` when you want to change to a different animation.
If you ever want to keep the animation at the first frame while e.g. pressing and holding a button, set [TrackEntry.trackTime](/spine-api-reference#TrackEntry-trackTime) instead. If this is not an option, you can use [AnimationState.ClearTrack](/spine-api-reference#AnimationState-clearTrack) to clear all animations on the same track before setting the new animation.