- Editado
Hi,
I'm a Unity spine user and I'm wondering how to perform the following things, if possible, please forgive the rather large list:
Change colors of the entire skeleton in one go, ie turn monster red when angry in code.
Scaling the entire thing, ie stretch it in code, without using transform (so batching isn't broken in Unity) - includes flipping I suppose if a negative scale.
What do the params do for these:
skeletonAnimation.state.SetAnimation("jump", false); skeletonAnimation.state.AddAnimation("walk", true);
How to know when an animation has finished playing (Unity) ?
Most important for us We want to specify the z depth in 3d coordinates between the various quads that make up spine. This is so we can have a forearm of one spine object overlap another spine object while the the other arm passes behind the object. For example 2 spine animations having a hug. This should technically be possible afaik as I've done it before with a decent enough shader for depth. I wonder why I can't do it with spine though. It's not a niche thing either, imagine having 20 weapons and finding you can't slip it in between an arm or something... please advise as it's a deal breaker
Does set Attachment do this in Unity? Or does it not count because the attachment has to use same atlas?
any tips will help us learn your API! Thank you.