I'm developing a 2D action game using Unity × Spine.
When the player's HP reaches 0, I trigger a slow-motion effect by setting Time.timeScale = 0.1, then apply an impulse AddForce to knock the player back, followed by a transition to a "DeadDown" animation using SetTrigger("DeadDown").
The player's Animator component is set to Update Mode: Unscaled Time, so I expected the animation to proceed normally even during the slowdown.
However, the issue is:
・Ground detection (OnGround = true) works properly and a landing effect appears.
・But the animation transition via SetTrigger("DeadDown") does not occur — it's as if the Animator is frozen.
・Even though Unscaled Time is set, the Animator still seems to behave as if it’s affected by timeScale.
This is confusing because SetTrigger seems to fire (the debug log shows), but the animation state does not change until timeScale returns to normal.
Previously, I had a separate issue where root motion didn’t work until I added the Skeleton Mecanim Root Motion (Script). I’m wondering if this problem might also be related to a Spine-specific behavior.
Any help would be greatly appreciated!