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  • Unity 4.6: Flipping doesn't rotate correctly

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Hey there,

I have a Skeleton Animation with a Skeleton Utility on it, and then a child ParticleSystem on one of the bones.
As you can see in the attachment, it's not working when I flip the sprite. The position seems to work fine, but it's not rotated correctly.

I've tried messing with it myself, to no avail. I looked around the forums as well and it seems like it's a problem with Unity? Is that still the case?

It's worth noting: I'm using an older version of the runtimes. Not sure what version, I don't see any version numbers on the source.

Thanks!

there really needs to be an automated response to these threads

BinaryCats a écrit

there really needs to be an automated response to these threads

I asked because the threads I read on it are old, so I wasn't sure if there had been an update to this or not.

FlipX from the Skeleton utility component will scale the object to achieve flipping if I remember correctly. Using an override bone for your root bone to flip will rotate.

There are about to be a large set of updates for Spine and scaling/flipping so I've held off on making any changes to skeleton utility. Once it goes in though the systems should behave much more intuitively.

Mitch a écrit

FlipX from the Skeleton utility component will scale the object to achieve flipping if I remember correctly. Using an override bone for your root bone to flip will rotate.

Awesome works like a charm! Using the override bone will in fact rotate, which achieves the desired result.

Thanks a lot man!

EDIT: For future reference, I had to call the function "FlipX" on the root SkeletonUtilityBone. The FlipX function will set the flipX public variable and a whole bunch of other necessary stuff. I assume this is working as intended, but it threw me for a loop for a little bit since I didn't realize that the inspector was calling the FlipX function.

Yea... It needs some love...