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That looks great!

Do you think there are any significant performance differences (memory or cpu) on mobile devices for the baked native unity animations vs animating via spine runtime?

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Wow... nice feature. :-) Thank you Mitch :-) How far are you guys with shadow solution? :-) From your screenshot I understand that you are working on 3D shadows. but we also need like 2D shadow solution. That means we have flat sprites on which we need to cast shadows like they are 3D. Any idea how to simulate it?

I mean if I use 3D shadows and I have just flat sprite behind a spine animation I will always get whole shadow and my sprite from toes to head. But what is more needed is (try to imagine that the sprite behind is something like a ground) to simulate like that sprite is 3D with some z depth.

Thanks for this!

Can't tell you how excited I am. 🙂 Perfect timing too, I was just about to hack together my own controller.

MochiBits a écrit

Thanks for this!

Can't tell you how excited I am. 🙂 Perfect timing too, I was just about to hack together my own controller.

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there are a couple other options as well. they take a little different of an approach. I tried to strike a balance that would keep it script-free and independent of any runtimes at the end of conversion because that felt "Right" as an addition to the official Spine-Unity runtime.

Take a look at those 2 as well as they may suit your needs better 🙂

Just wanted to say thanks for all the awesome stuff you've added lately Mitch. Lots to wrap my head around as far as new examples in the Unity runtime. Just when I start to think about how to approach a problem, I find that you've already solved it or given me a good starting point. It's much appreciated.

How far are you guys with shadow solution? :-)

Getting there 🙂 alic's hammering on the shader, I'm supporting from the SkeletonRenderer side.

Hello Mitch, we are moving now to Unity 5.0 and found out that this line in SceletonBaker is not supported in Unity 5.

UnityEditor.Animations.AnimatorController.AddAnimationClipToController(controller, clip);

We solved it by deleting SkeletonBaker for now but can you please look into it? Thank you.

foriero a écrit

Hello Mitch, we are moving now to Unity 5.0 and found out that this line in SceletonBaker is not supported in Unity 5.

UnityEditor.Animations.AnimatorController.AddAnimationClipToController(controller, clip);

We solved it by deleting SkeletonBaker for now but can you please look into it? Thank you.

Sure, when Unity 5 comes out 😛

Seriously though it might be a while before I get to it. In the mean time you can just comment out that line and it will still create the animationclip's, but it wont automatically add them to the controller. they will still be added to the .controller permanent asset, but not to the mecanim graph. Just have to drag them in when its done.


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Diffuse, Normal (RGB) Spec (A)
Directional Light controlling non-cel-shaded spec hit, shadows, and subtle bump influence
Point Light controlling cel-shaded diffuse and stronger bump influence, disabled spec hit

Shadows fantastic. :-) I look forward to have my hands on them. :-) Unity 5.0 is now in RC1. I think next week is out.

Added tutorial on how to use the new Spine Attributes added to the runtime.

2 mois plus tard

Glad I stumbled over this topic. Good work. I can't wait to see the shadow stuff getting implemented.
Is anyone working on some documentation on the Unity runtime stuff you guys are adding? If not, that would be a nice feature to have.

2 mois plus tard

Any news about the shadows ?

Cheers