Hey Vhristov, thanks for the reply/info !
vhristov a écritI accidentally got this myself today. It happened because I created two spine game objects with the same name (in my case it was by mistake).
Do you have multiple "SpineFront" game objects inside a single prefab ? If yes - this is caused by the way prefab meshes are saved here:
string meshName = string.Format("Skeleton Prefab Mesh \"{0}\"", renderer.name);
It causes a name collision if multiple renderers share the same name when trying to save it to the prefab asset.
It is not something to worry about, but you will most certainly get a broken prefab preview thumbnail.
On the other hand it could get quite annoying as every time it will show up as warning when saving the prefab (I do this manually but I guess some people are using the "auto save" which could produce even more noise?).
Hmm, I shouldn't have any prefabs that have multiple SkeletonAnimations/renderers with the same gameobject name "SpineFront" inside them. Each of my character prefabs have a single "SpineFront" gameobject.
Side question though - if I had a prefab for lets say, a little mockup of an area of my game, and this prefab had multiple character prefabs INSIDE of it... would that trigger this warning? I honestly am not sure if prefabs like that exist in my project... the warning doesn't really give any info on the location/origin of the prefabs/gameobjects in question, so I have no idea how to track down what is actually going on lol.
I also save my prefabs manually, and with this particular character (the one I made this thread about), when I save the prefab I get 82 Warnings. About 75 of them are all the same - the warning in the screenshot above, and then a couple of them have other names instead of "SpineFront" (different names that I have for the gameobject that has the SkeletonAnimation stuff).
Hmm, something strange seems to be going on though - I just tested two things:
1) I opened another character who has a "SpineFront" SkeletonAnimation gameobject, and made a change and saved the prefab - didn't get any Warnings.
2) Duplicated the original character's prefab (that this thread was about), then opened that new prefab and made a change and saved it - didn't get any Warnings. :think: :think: :think:
Not really sure whats going on there, but would be glad to test anything out if you guys have any thoughts!
vhristov a écritP.S.
Since recently, you are able to delete the spine's meshFilter from the game objects and it will get recreated on the next repaint. I am curious if this will fix the preview (of course in case you don't have a reference to the filter itself)
Interesting idea, I tried the following:
1) Deleting the meshFilter on the gameobject with the PartsRenderer - it didn't allow it (PartsRenderer "RequireComponent" of MeshFilter). I removed that RequireComponent setting in the code, and then deleted it, but it didn't recreate the meshFilter.
2) Disabled the SkeletonRenderSeparator on my SkeletonAnimation gameobject, then deleted the meshFilter - it recreated the meshFilter but it was still "None" for the Mesh.
3) Then I completely removed all components/gameobjects related to the SkeletonRenderSeparator (the meshFilter on the SkeletonAnimation gameobject was still "None" so it was still invisible at this point). I then deleted the meshFilter and it recreated it AND had the mesh, and was then VISIBLE and had the mesh linked up properly.
4) Then I manually recreated the SkeletonRenderSeparator setup, and the PartsRenderers gameobject's meshFilter was "None" again 😢
Worth the try though :lol: