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What version of Spine and Runtime to use for Unity 5.1.4?
Hi,
We are stuck to using Unity 5.1.4. What version of Spine and Runtime should we use for this Unity version?
Thank you.
The last runtime that was made compatible with 5.1 was likely Spine 3.3.x.
But the latest version of spine-unity should be fine if you remove all the parts that use new Unity API.
This includes SkeletonGraphic and the Spine coroutine yield instructions, which simply do not work with Unity 5.1. You may get some errors but they're likely mostly inspector convenience things.
Out of curiosity, may we ask why you are stuck using Unity 5.1?
Hey,
Thank for your fast reply. We are stuck with this version because we are using asset bundles, a lot of them and it's quite hard to rebuild them for every unity release. As for the spine-unity runtime plugin...can you please point us to a commit on your repository that fits your description. We have now tried more than a couple of versions and none of them worked out and we are in the midsts of a release and we cannot afford to lose more time looking for a version. Thank you for your understanding .
Cheers.
You can download a Unity 5.0 - Spine 3.5.x compatible runtime here:
http://esotericsoftware.com/files/runtimes/unity/spine-unity-legacyUnity5_0-Spine3_5.unitypackage
Hi.
We have used the runtime you specified and we get an error after creating a Spine Mecanim Game Object in Unity and we can playback the animation. See video here: Dummy Missing Error - YouTube, showing process up to the point of the error.
Can you give us any advice for a workaround?
Thanks.
30 Mar 2017, 09:01
No advice then...
Sorry, I've been both a bit busy and sick the past few days.
Judging from your video, you seem to have an expectation that Spine animations play back when you scrub the Unity Animation window.
This is unfortunately not the case, as Unity doesn't provide the API to allow us to do that. And Spine Animations aren't converted into native Unity AnimationClip objects because Spine has many features that Unity Animation does not. Instead, The AnimationClip assets you see are dummy animation clips that simply match the duration and event names of the non-Unity-serialized C# Spine.Animation objects.
SkeletonAnimator is a workaround so that users can use a Mecanim state machine to control Spine.Animations at runtime.