Pharan escreveu
Loading Image Download the latest Spine-Unity runtime unitypackage
http://esotericsoftware.com/spine-unity-download
See download instructions and compatibility notes there.
Texture Packer Settings: Texture Packer Settings for Spine-Unity
Documentation: Spine-Unity Runtime Documentation
Features
[New Feature] Drag and Drop to instantiate
Unity Feature Tutorials by Mitch
Spine-Unity YieldInstructions module
SkeletonRenderSeparator module
Equips, Customization and Mix and Match
Create Linked Meshes at runtime
IK setups
Bow Aiming
Shader Stuff
Sprite Shaders for Unity (ToddRivers)
Created a Spine Edge Shader (Xelnath)
Mecanim
SetToSetupPose() and Mecanim
Tools
BinaryCats' Skeleton Merger Tool GTX Fury 6600K 6S Edge Plus for Humans (Workaround tool for merging skeleton jsons.)
Json Rollback tool Tool for rolling back your accidentally saved/exported json files to make them compatible with older versions of Spine editor or the runtime.
Common Issues
My sprites have weird black borders, or white bands. What's up with that?
see : Premultiply Alpha
Everything works fine in the editor but some weird stuff happens with the rendering when I build for my target device.
see: Bundled Default Shaders Problems
I play an animation and it works fine, but when I play a second animation, not everything changes, or it breaks, or the animation doesn't look like it does in Spine editor.
This is old behavior prior to Spine AnimationState 3.5.
The basic reason behind its current behavior is that animations are lists of changes. If you don't define something in your animation, it won't change, meaning, by default, if animation1 changed something, and animation2 did not, that thing will be left in its previous state.
There are changes coming soon to Spine's core Animation and AnimationState systems that will address this in a broad range of cases of animation structures. [runtimes] AnimationState improvements · #621
For now, you can implement auto-reset logic in your script.
In basic cases without mixing, you can add this code to your script that manages animations.
void Start () {
skeletonAnimation.state.Start += delegate {
skeletonAnimation.skeleton.SetToSetupPose();
};
}
For cases with mixing (which also covers the basic non-mixing case), this experimental version of AnimationState is temporarily the solution: https://gist.github.com/pharan/77c8ab0880c33716acb8
Replace your AnimationState.cs with this code. It will give your AnimationState.cs the ability to mix between animations despite not having the same set of keyed items, and mixing.
AnimationState in 3.5 does not require this change as it is already default.
For most cases, these changes are not necessary.