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  • Photon Bolt + Spine?

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I have build a few single- and local multiplayer games with Unity and using Spine animation, but I'm still quite new to Unity (just a hobbyist). I'm now interested trying to make a 2-4 player online multiplayer prototype, but I'm not sure what would be the best approach with the animation.

I have been comparing different kind of network solutions for Unity and Photon Bolt seems to be one of the best / easy to use solutions for this. However, how does Spine animation work with the engine or do I have to use mecanim with it?
https://www.photonengine.com/en/BOLT

One of the Bolt's feature is: "Mecanim animations replicate automatically over the network. Find all your character animations perfectly synchronized without any custom code being required. " which sounds, at least in theory, quite great. But of course this would mean I probably would loose all the Spine's useful features (skinning, bounding boxes, IK etc.).

Hey there!

I've never personally used Photon Bolt before, but Spine does have support out of the box for using Mecanim to drive underlying animations. So, depending on how Photon works, it may just require a little work to integrate.

I found this video, which shows how to manage a Spine rig with Mecanim: Unity spine import and mecanim - YouTube
In addition, this thread goes over the setup process as well: Mecanim FSM + Skeleton Animation Example
And this thread covers a bit as well: How to use the Animator/Mecanim with Spine

Let me know if you need any additional help!

Thanks for the reply and the videos.

I have not familiarized myself with Mecanim yet, because so many people have said how awful it is and I have been sticking with Spine animation so far. It is most likely better for single player experience and I have been able to work with it without bigger issues. However, if Mecanim is better for online gaming and especially if Photon supports it better, maybe I should make myself familiar with it.