• Bugs
  • Issues with Additive animation

Hello

I'm using unity 2020 with builtinRP

I'm trying to wrap my head about a problem I have on one of my character and seem to only happen in build ( not in editor)

Here it what it's supposed to look like :

https://drive.google.com/file/d/1a04kf3UwH1afpco_70VHJfZZCVqsNJ4F/view?usp=sharing

Here is what happen in build :

https://drive.google.com/file/d/1s7A0g67l10zVQKKSD8e_bsv2h4Uee1-i/view?usp=sharing

This character use two materials : skeleton and skeleton additive.

Also I noticed that this character seems to have a pretty huge material list at runtime :

https://imgur.com/cIgxlTh

Probably because it has lots of additive bits that break the batch ?

Thanks !

Related Discussions
...
  • Modifié

This is indeed strange to occur with the normal non-Universal Render Pipeline. Could you please send us a minimal Unity project that still shows the 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). Then we can have a look at what's going wrong.

So

I was preparing a small project, and re-exported the model inside it, saw that the problem wasn't present.

So I decided to to a re-export on my main project, it didn't change anything ( I usually just erase the existing data directly ), I decided to remove all the file of this spine model and re-export everything again, and the problem went away !

I did diff all the file just to check what went wrong, and here is the only sensible difference I saw was in SkeletonDataAsset:

https://imgur.com/rsP09L7

Not sure how the file ended up in that state, maybe it happened when I updated spine a while ago.

Case is closed on my side but I'm answer just in case this info can be useful for you guys.

Thanks

Thanks very much for following up, much appreciated! Glad to hear that the issue could be resolved, even though the diff is surprising: If it previously required blend mode materials and now no longer requires them, it seems that either:

  • a) the Spine project changed so that no Slots require blend modes (apart from additive blending) or
  • b) the requires blend mode materials state was incorrect before.
    I assume that the skeleton is correctly displayed and that no Slots with special blend modes are used, is this correct?

yes you are correct