MrEko Hello! I have got a problem with using a Spine animation for UI objects in my project. I do not know why but "starting animation" doesn't work when I click play button, moreover it still doesn't work when I try to start it through the code. The only way when it works is when I during the play mode(Runtime) change "SkeletonDataAsset" field on some other asset and then return the first one and I could do it only by hand. So the question is why is this happening? What could be the reason? And how could I solve it? Maybe the export is incorrect, maybe Unity preferences? Somebody knows? P.S. here is a video with my problem
Harald It's hard to tell from a video. Which version of the spine-unity runtime (name of the unitypackge, also listed in Assets/Spine/version.txt) are you using? Does the console window log any errors? If not, could you please send us a minimal Unity project that still demonstrates your problem? 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.
MrEko This is my spine version spine-unity-3.8-2021-11-10 Also I sent an email to the adress you've mentioned with my project
Harald Unfortunately this seems like a problem with the spine-unity 3.8 runtime using the RawImage component before it was switched to use a custom SubmeshGraphic component in spine-unity 4.0 and newer. Also I saw that you are using slot blend mode Multiply at slot "Слой 5" [1], which is supported at SkeltonGraphic with multiple canvas renderers only in spine-unity 4.0 and newer. So we would recommend to test whether your problem still persists when exporting the same project from Spine 4.0 and importing it in a Unity test project that uses spine-unity 4.0, and to upgrade to Spine 4.0 subsequently. [1] From the json file: "name":"Слой 5","bone":"bone4","attachment":"Слой 2","blend":"multiply"
MrEko Ok, thank you for the reply. I will try to use a new version of Spine Hello guys! It's been a whily since our last conversation but come back with the same problem. I turned the version of Spine into 4.0(spine-unity-4.0-2022-03-22), but it didn't help, my animation still doesn't want to be played by default(The export version is also 4.0). I have just send you an email with a project consisting this problem. I hope you will take a look at it. I've spoken with some guys and they said, that it could be because of a material issue but it should have been solved in Spine 4.0
Harald Sorry to hear that the problem still persisted! Thanks for sending your reproduction project, we received everything. We will get back to you once we've found out what's going wrong. We just figured out the cause why nothing is rendered with Pma Vertex Colors in your reproduction project. The problem is that the CanvasRenderer component has Cull Transparent Mesh enabled, and all attachments are additive and thus no vertex with alpha value other than 0 is present. So if you disable Cull Transparent Mesh, everything should be rendered.
MrEko Thanks a lot for the answer! It really helped me to solve this problem and I hope I won't get any others in the future
Harald Glad we could resolve your issue. We have now also changed the default value of the CanvasRenderer cullTransparentMesh to false at new SkeletonGraphic instances on the 4.1-beta branch, so that this issue hopefully will be prevented in the future. A new 4.1-beta unitypackage is available for download here as usual: Spine Unity Download Thanks for reporting!