bantam

  • 16 mars 2024
  • Inscrit 9 déc. 2019
  • @Crux @bantam FYI: This issue should now be fixed via the very recently added Limits property of Physics Constraints. This prevents bones from stretching to absurd dimensions, thus preventing infinitely large mesh bounds crashing Unity.

    Please be sure to export your skeleton from the latest Spine 4.2-beta version and use the latest spine-unity 4.2-beta runtime, available for download here as usual:
    https://esotericsoftware.com/spine-unity-download

  • @bantam Sorry for the troubles, thanks for sending the reproduction project, we received everything. We will get back to you here on the forum once we've figured out what's going wrong.

  • @bantam Unfortunately the issue is a bit tricky since the reproduction skeleton's PhysicsConstraint setup is configured so unstable that even light movement (e.g. normal human run velocity) lets the PhysicsConstraints chain bones Coat Right Chain become stretched to absurd dimensions. Sometimes this leads to extremely large mesh bounds (due to extreme stretching) causing Unity problems.

    The intended solution was to limit the Transform velocity that is passed to the skeleton to sane values (to cover "teleportation" at spawning), however with this setup even normal velocities could break the bone hierarchy and subsequently the mesh. The only reliable solution that comes to my mind currently is to disable applyTranslationToPhysics by default at newly spawned skeletons, however users might then eventually still trigger the issue when they enable it in the scene and perform some critical movement.

  • @bantam Thanks very much for sending the reproduction project! I will have a look at it first thing tomorrow when I'm back at the office.

  • @bantam Unfortunately we couldn't reproduce this issue either following your description.

    Could you please send us a minimal Unity project which still shows this issue? You can send it as a zip package to contact@esotericsoftware.com, briefly mentioning this forum thread URL so that we know the context.

    • @bantam Apologies if the issue was not fixed with the latest package! We will have a look at it right away.

      bantam I may have I have missed a step to make it work, do we need to programmatically provide a gravity level in Unity somewhere?

      No setup is required on the Unity side, the gravity settings are in skeleton-space and should work regardless of your Unity setup.

      bantam P.S. these physics constraints have really been impressive! It's a game changer for our productivity.

      Very glad to hear, thanks!

    • @bantam Sorry to hear you've encountered problems, thanks for reporting! This sounds like the bug with wind and gravity which has been fixed just 4 days ago:
      EsotericSoftware/spine-runtimes2446 (via this commit)
      Could you please have a try whether the very latest spine-unity package resolves the issue on your end?