ご連絡ありがとうございます
日本語で安心して意思疎通ができるのでとても心強いです
現在もMacBookProでエクスポートできていて、MacMiniへの移行の期限も決まっていないので問題ありません
修正されることを期待してお待ちしております
今後ともよろしくお願いいたします
ご連絡ありがとうございます
日本語で安心して意思疎通ができるのでとても心強いです
現在もMacBookProでエクスポートできていて、MacMiniへの移行の期限も決まっていないので問題ありません
修正されることを期待してお待ちしております
今後ともよろしくお願いいたします
こんにちは
私たちのプロジェクトではSpine3.8とUnityを使用してiOS,Androidのアプリを運営しています
新しいアニメーションを作成した時のフローは以下です
1.デザイナーがSVNへSpineファイルをコミット
2.ビルドマシンでUnity用のデータをエクスポート
3.ビルドマシンでアセットバンドルを作成してCDNサーバーにアップロード
これまでビルドマシンとしてMacBookProを使用してきましたが、MacMiniへ更新しようと考えています
MacMiniは専用の棚に配置され、ディスプレイを接続することはできません
ビルドマシンのMacMiniへリモートで接続した状態では動作していますが、リモート接続を切った状態で簡単なshellを使用してエクスポートを実行させるとエラーが発生します
実はMacBookProでビルドしていた時もノートパソコンを閉じている状態では同様のエラーが発生していたため、常に開いた状態で使用していました
Spineのバージョン指定をlatestにするとこのエラーが発生しないことは確認しています
ですが、すでに数千以上のアセットをリリースしているため、4.0にバージョンを更新すると全てのデータについて再エクスポート、動作チェック、ユーザーの再ダウンロードが必要になってしまいます
お手数をお掛けしますがバージョン3.8での修正をよろしくお願いします
日本語のユーザーガイドはPhotoshop-LayersToPNG.jsxへのリンクになっています
http://ja.esotericsoftware.com/spine-images#%E3%82%B9%E3%82%AF%E3%83%AA%E3%83%97%E3%83%88
最新のスクリプトはこちらにあります
https://github.com/EsotericSoftware/spine-scripts/tree/master/photoshop
Erikari. Thank you for your reply.
Yes. I want to do that.
But, it is stored absolute path after import json even if it stored relative path.
I use json to adjust animation duration, add events and change skeleton scale.
Hi.
I have many animations created by CLI import json command.
These animations showed image folder path like "../../SharedTextures/" in my Spine editor.
But. they showed absolute path when opened in other PC.
After I edited image path manually and saved, it stored relative path correctly.
I want to do this from command line.
Hi.I use shared atlases with many skeletons.
I wrote shells to export atlases and skeletons separately, and put them in different directories.
When new skeleton was imported, atlas warning dialog appeared every time.
I want to suppress this.
I always select "Import without atlases" and resolve assets references later.
Thanks.
Hi. I found a bug.
Returned attachments are not cloned. They are source skin's attachments.
SkinUtilities.CopyTo reused source skin's key. it contains source attachment.
destinationAttachments[e.Key] = e.Value.GetCopy(cloneMeshesAsLinked);
Skin.GetAttachments returns attachments from key.
Thanks.
Hi.
AnimationReferenceAsset doesn't update animation reference, when SkeletonDataAsset was updated.
It has old animation reference until I close the editor.
Hi. I got errors to call CreateAnimationReferenceAssets on Unity 2018.2.0f.
I thought DirectorySeparatorChar would be wrong.
But, I got same errors on Mac .
Failed to create folder
UnityEditor.AssetDatabase:CreateFolder(String, String)
Spine.Unity.Editor.SkeletonDataAssetInspector:CreateAnimationReferenceAssets() (at Assets/Spine/spine-unity/Editor/SkeletonDataAssetInspector.cs:235)
Spine.Unity.Editor.SkeletonDataAssetInspector:OnInspectorGUI() (at Assets/Spine/spine-unity/Editor/SkeletonDataAssetInspector.cs:203)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Parent directory must exist before creating asset at Assets/PathToAsset/ReferenceAssets/test.asset
UnityEditor.AssetDatabase:CreateAsset(Object, String)
Spine.Unity.Editor.SkeletonDataAssetInspector:CreateAnimationReferenceAssets() (at Assets/Spine/spine-unity/Editor/SkeletonDataAssetInspector.cs:247)
Spine.Unity.Editor.SkeletonDataAssetInspector:OnInspectorGUI() (at Assets/Spine/spine-unity/Editor/SkeletonDataAssetInspector.cs:203)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
UnityException: Creating asset at path Assets\PathToAsset/ReferenceAssets/test.asset failed.
Spine.Unity.Editor.SkeletonDataAssetInspector.CreateAnimationReferenceAssets () (at Assets/Spine/spine-unity/Editor/SkeletonDataAssetInspector.cs:247)
Spine.Unity.Editor.SkeletonDataAssetInspector.OnInspectorGUI () (at Assets/Spine/spine-unity/Editor/SkeletonDataAssetInspector.cs:203)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, System.Int32 editorIndex, System.Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1374)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
The problem was solved, I edited SkeletonDataAssetInspector .cs, line 235 .
before:
AssetDatabase.CreateFolder(parentFolder, AssetFolderName);
after:
AssetDatabase.CreateFolder(System.IO.Path.GetDirectoryName(parentFolder), AssetFolderName);
Thank you for your further advice!
I implemented the technique and our game performance was considerably improved!!
I am grateful for your support!
Sounds great! I'll try it.
Thank you!
Thank you for your advices!
I develop mobile app with unity 2018.1 and latest spine-unity 3.6 runtime.
I'm sorry, I am prohibited to share our products. I took a screen shot.
I made a test on iPodTouch 6th generation.
I put 100 skeletons in scene. (at 3448 fps)
I made a clone and edited json to change curve to linear. (at 3852 fps)
I removed 3 unnecessary timeline from original json.(at 3753 fps)
I changed curve to linear. (at 4155 fps)
And I profiled this test.
CurveTimeline.GetCurvePercent took 1.5%4% of CPU Time.
I think it's not actually the bottle neck, but I was able to improve the performance a little.
Thank you!