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[Unity3D] Updating Runtime Problem.
Few days ago I found that the newly spine-unity runtime support binary format animation data, so I decided to update my
project runtime. (http://zh.esotericsoftware.com/forum/Unity3D-Unity3D-runtime-binary-format-loader-problem-4561)
The early runtime we used has been added something to work more convenient. Here is the classes that we searched from web.
NGUISkeletonAnimation.cs
NGUISkeletonRenderer.cs
But when I imported the package into my project, some problem happened:
We use "RenderQueue" to control the layer of Animation and NGUI objects. I know spine use "OrderLayerID", but NGUI even does not have a render...
material.renderQueue = renderQueue;
For some special magic effect, we need change material. but runtime use the sharedMaterial,
Material getInstanceMaterial (Material src) { if (_m_maps.ContainsKey (src)) return _m_maps [src]; Material m = new Material (src); m.hideFlags = HideFlags.DontSave | HideFlags.NotEditable; m.CopyPropertiesFromMaterial (src);
#if !UNITY_3_5 string[] keywords = src.shaderKeywords; for (int i = 0; i < keywords.Length; ++i) m.EnableKeyword (keywords [i]); #endif _m_maps.Add (src, m); return m; }As the latest runtime change the additive to BlendMode, we need to reexport our animation data. that will need take really long time.
You're on your own for this one
Too quirky for me to try to address. I don't want to make any changes to that part of the runtime until we get some efficiency improvements in from another contributor (will be a few weeks).
Mitch a écritYou're on your own for this one
Too quirky for me to try to address. I don't want to make any changes to that part of the runtime until we get some efficiency improvements in from another contributor (will be a few weeks).
Ok, I'll expect for the changes
Mitch a écritI don't want to make any changes to that part of the runtime until we get some efficiency improvements in from another contributor (will be a few weeks).
Hi Mitch. I was just wondering what you mean by this. Will there be a big overhaul of the underpinning code of the C# runtime or the Unity part which sits on top (SkeletonRenderer, etc...)? Also, is this going to coincide with Spine's fancy 3.0 update which you somewhere stated will result in a need to change the code anyway (because of bone transforms or something)? Basically I'm wondering whether I should hold off on adding new functionality on my personal branch if there is a radical overhaul/upgrade in the pipeline.
Thanks as always for you efforts and time
The efficiency update will only effect SkeletonRenderer and is separate from the 3.0 proposed changes which would mostly only effect SkeletonUtility on the spine-unity side. That being said, the state of the v3.0 changes honestly might result in a completely forked runtime repo as any hope of backwards compatibility would be gone. I'm waiting to see how the cards fall on that one in case it's not as extreme as that.
Cheers Mitch, very useful info. Will focus on another code area for a bit instead