version 4.1.15 , GitHub:https://github.com/DarkYuanJs/SpineTest1.git
bug: 使用分层渲染时,桌子没有按照渲染层级来进行分层渲染,腿部和手腕有穿帮问题
SkeletonRenderSeparator Bug
如果插槽数量过多的情况下如何把某个SpriteRenderer插入到中间,有啥好办法吗?
yuanjiashun version 4.1.15 , GitHub:https://github.com/DarkYuanJs/SpineTest1.git
bug: 使用分层渲染时,桌子没有按照渲染层级来进行分层渲染,腿部和手腕有穿帮问题
Unfortunately we could not reproduce any issue with the git project you provided. Each part GameObject with a SkeletonPartsRenderer
is rendering in the order of the SkeletonPartsRenderer
Order in Layer
property, as described here as well:
https://zh.esotericsoftware.com/spine-unity#SkeletonRenderSeparator
Please note that the separator slots are separating your mesh in the draw order, not according to the bone hierarchy. Did you perhaps expect different separation?
In general, please always be sure to test with the latest version of the spine-unity runtime when encountering any issues.
如果插槽数量过多的情况下如何把某个SpriteRenderer插入到中间,有啥好办法吗?
You can insert a SpriteRenderer
in the middle of a skeleton by setting the Order in Layer
at each SkeletonPartsRenderer
and at your middle SpriteRenderer
accordingly.
那比如说我有10个插槽,如果我想把某个图片插入到第5个到第6个中间,是否是只需要我在SeparatorSlotNames 添加第5个槽位的名字然后生成的partsRenderers 0 是0到5个槽位渲染,Parts Renderers 1是6到10的槽位渲染是吗?
@yuanjiashun Yes, exactly like that.
After it is separated, you just need to ensure that the Order in Layer
is setup accordingly so that it's rendered in the desired order and appears in the middle. For example using Order in Layer
values of 0, 5 and 10 it would be:
- Skeleton
- Part0:
Order in Layer
=0
- Part1:
Order in Layer
=10
- Part0:
- Inserted Middle GameObject:
Order in Layer
=5
Note that the order in the Hierarchy window tree does not matter for MeshRenderer
.
Harald 我是问spine内部的渲染,Part0是渲染的是从0到5个插槽的渲染, part1是6到10的渲染,是这样的吗
@yuanjiashun Yes, exactly like that.