• Runtimes
  • Playback speed conversion from frame to seconds in Unity?

Hi, I wonder how many frames inside Spine editor plays in exactly one second(frame rate per second)?

If I have a 60 frame animation in Sprite editor, will play speed remains exactly the same when imported to Unity(time scale = 1)?

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Spine isn't FPS locked. The editor uses frames, but the time it takes to execute those frames is dynamically adjustable. If you have a 24 frame animation that completes in 1 second and you need to complete in .75 seconds you just scale the timelines.

Empty 'frames' on a timeline aren't generated. Only key frames with value changes. Most of the timelines are interpolated (tweened) between these key frames.

Which brings me to the runtimes. They have no sense of frames at all, everything is done using seconds. You add delta times to the animation (should be done for you in Unity). This results in incredibly smooth animations that completes in the same time as in the editor.

reckhou a écrit

Hi, I wonder how many frames inside Spine editor plays in exactly one second(frame rate per second)?

If I have a 60 frame animation in Sprite editor, will play speed remains exactly the same when imported to Unity(time scale = 1)?

The Spine Editor works in 30fps. Always. This will stay the same in Unity unless you change the time scale of Unity's global TimeScale, the SkeletonAnimation's TimeScale, or the Current Track's TimeScale.

Mitch a écrit
reckhou a écrit

Hi, I wonder how many frames inside Spine editor plays in exactly one second(frame rate per second)?

If I have a 60 frame animation in Sprite editor, will play speed remains exactly the same when imported to Unity(time scale = 1)?

The Spine Editor works in 30fps. Always. This will stay the same in Unity unless you change the time scale of Unity's global TimeScale, the SkeletonAnimation's TimeScale, or the Current Track's TimeScale.

Great answer! Thank you! 😃