• Unity
  • Unity Runtime v3.0 Update Pending

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4 dias depois

We are waiting :-) and are excited.


Edit by BinaryCats 🙂

foriero, please. only post in cat pictures and gifs.

14 dias depois

Hi!
When update unity's runtime?

Please


:sweat:


Edit by BinaryCats


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You guys rock! Good luck with the update 🙂

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The work-in-progress Spine-Unity 3.0 beta code can be found here: https://github.com/pharan/spine-runtimes/tree/unity-v3-test

Few things to note:

  • AnimationState changes from spine-libGDX 3.0 hasn't been included since those aren't complete yet.
  • Most of the SkeletonUtility functionality is disabled, pending a port to the new transform inheritance system. I've kept all the public fields so it doesn't mess up your serialized objects but you really shouldn't be using this beta runtime in your actual project yet.
  • This includes the new Getting Started ordered sample scenes. (some are just modified versions of the original example scenes)
  • Transform Constraints in the json are not parsed. This currently matches the behavior of the publicly available version of spine-libgdx 3.0

Hooray! Sounds like things are coming along!

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8 dias depois

Nate just updated spine-csharp and spine-unity.
I'll be going over it once to add the new features and fix a few things (that missing tangent fix, faster json loading with SharpJson, SkeletonGraphic for Unity UI compatible with masking)
Minor changes to the API too.

Then Mitch will probably start work on SkeletonUtility compatibility with the new scale inheritance.

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Ok. Done with my part. I'll keep an eye on my changes for bugs and maintenance.
@Mitch, you're up.

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Maaaageliiiiight.

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Prepping for SFVR12 :/

My other "Magelight"
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post improved by pharan


I'm looking really hard to find the cat. Mitch, you suck at this.

Edit: that's more like it!

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Hi, Sorry, no cat. :-( After downloading latest Spine Runtime I get this error : Assets/Spine/src/SkeletonJson.cs(162,102): error CS0103: The name `scale' does not exist in the current context

if (root.ContainsKey("transform")) {
            foreach (Dictionary<String, Object> transformMap in (List<Object>)root["ik"]) {
               TransformConstraintData transformConstraintData = new TransformConstraintData((String)transformMap["name"]);

           String boneName = (String)transformMap["bone"];
           transformConstraintData.target = skeletonData.FindBone(boneName);
           if (transformConstraintData.target == null) throw new Exception("Bone not found: " + boneName);

           String targetName = (String)transformMap["target"];
           transformConstraintData.target = skeletonData.FindBone(targetName);
           if (transformConstraintData.target == null) throw new Exception("Target bone not found: " + targetName);

           transformConstraintData.translateMix = GetFloat(transformMap, "translateMix", 1);
           transformConstraintData.x = GetFloat(transformMap, "x", 0) * scale;
           transformConstraintData.y = GetFloat(transformMap, "y", 0) * scale;

           skeletonData.transformConstraints.Add(transformConstraintData);
        }
     } 

17 Feb 2016 3:08 am


Also there is warning :

Script 'Animation' has the same name as built-in Unity component.
AddComponent and GetComponent will not work with this script.

Can you please fix it? Rename that class to SpineAnimation?

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That second warning doesn't matter. It only comes up the first time you import the script. And won't bother you after.
It also doesn't make sense since Spine.Animation is not a component and is under the Spine namespace.


17 Feb 2016 3:27 pm


Confirmed the first error. I'll take care of it.


17 Feb 2016 3:45 pm


Done

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Thanks for the fix. Btw here is simple unity c# function in order to get spine runtime directly from unity. On windows you need to have svn command line ( http://www.collab.net/downloads/subversion) installed. On osx works fine.


public static void GetSpineRuntime2x ()
      {
         string spine_unity = "https://github.com/EsotericSoftware/spine-runtimes/trunk/spine-unity/Assets/spine-unity/";
         string spine_src = "https://github.com/EsotericSoftware/spine-runtimes/trunk/spine-csharp/src/";

     GetRepositoryFiles (spine_unity, "Assets/Spine/spine-unity");
     GetRepositoryFiles (spine_src, "Assets/Spine/src");

     AssetDatabase.Refresh ();
  }

/// <summary>
      /// Gets the repository files.
      /// </summary>
      /// <param name="gitPath">Git path. https://github.com/EsotericSoftware/spine-runtimes/trunk/spine-unity/Assets/spine-unity/</param>
      /// <param name="assetsPath">Assets path. Assets/Spine</param>
      public static void GetRepositoryFiles (string gitHubPath, string assetsPath)
      {
         string cmd = "svn";
         string args = "export 

---

force \"" + gitHubPath + "\" \"" + Path.Combine (Directory.GetCurrentDirectory (), assetsPath).FixOSPath () + "\"";

     Debug.Log (cmd + " " + args);

     System.Diagnostics.Process p = new System.Diagnostics.Process ();
     try {
        p.StartInfo.FileName = cmd;
        p.StartInfo.Arguments = args;
        p.StartInfo.RedirectStandardError = true;
        p.StartInfo.RedirectStandardOutput = true;
        p.StartInfo.UseShellExecute = false;
        p.Start ();
        string error = p.StandardError.ReadToEnd ();
        string output = p.StandardOutput.ReadToEnd ();
        p.WaitForExit ();

        if (!string.IsNullOrEmpty (error)) {
           Debug.LogError (error);
        }

        if (!string.IsNullOrEmpty (output)) {
           Debug.Log (output);
        }
     } finally {
        p.Close ();
        p.Dispose ();
     }
  }

That's cool. Thanks for sharing!

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