感谢您的澄清,现在我们可以明白您的意思了。 一旦我们弄清楚出了什么问题,我们就会回复您。
通常,请始终预先提供此类信息。 提前回答以下问题会有很大帮助:
-
你希望看到什么?
-
你看到了什么呢?
-
我们如何重现这种行为?
这使我们俩都免于浪费时间来追踪错误的问题。
Thanks for the clarification, now we can see what you mean. We will get back to you once we've figured out what's going wrong.
In general, please always provide such information up front. Answering the following questions in advance helps a lot:
This saves us both from wasting time on tracking down the wrong issue.
在进一步分析该项目后,我注意到您没有应用我在上面的帖子中提供的 SkeletonGraphic
错误修复 zip 包。 您的 SkeletonGraphic.cs
文件仍然是未修改的旧文件:
https://github.com/DarkYuanJs/SpineTest/blob/master/SpineVersion3.8Text/Assets/Spine/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
所以请应用这个bugfix包,覆盖SkeletonGraphic
并添加Internal/SkeletonSubmeshGraphic.cs
。 然后您需要删除并重新启用所有子网格部件,例如 通过禁用Enable Separation
并点击Trim Renderers
,这将删除部件渲染器。 然后再次启用Enable Separation
。 那么你应该有例如 Renderer0
带有 SkeletonSubmeshGraphic
组件,而不是 RawMesh
组件。
After analysing the project further, I noticed that you haven't applied the SkeletonGraphic
bugfix zip package that I have provided in a posting above. Your SkeletonGraphic.cs
file is still the old unmodified one:
https://github.com/DarkYuanJs/SpineTest/blob/master/SpineVersion3.8Text/Assets/Spine/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
So please apply this bugfix package, overwriting SkeletonGraphic
and adding Internal/SkeletonSubmeshGraphic.cs
. Then you need to remove and re-enable all submesh parts, e.g. by disabling Enable Separation
and hitting Trim Renderers
, this will remove the parts renderers. Then enable Enable Separation
again. Then you should have e.g. Renderer0
with a SkeletonSubmeshGraphic
component, not a RawMesh
component.