DarkTI

  • 18 août 2023
  • Inscrit 29 oct. 2020
  • Thanks for your input @DarkTI, much appreciated!

  • @Kikekun You're welcome! Thanks for getting back to us.

    @DarkTI Thanks very much for your input, very much appreciated!

  • nicmar a écrit

    I guess it could be something left when switching shaders, as I was confused to which shader to use.

    This is exactly what happened. When switching from one Material to another, the shader keywords are carried over. Now when the new shader does not use it, it is not cleared automatically.

    We will make the material checks more precise so that the exact shader is respected when checking for certein keywords. We have just created an issue ticket here:
    https://github.com/EsotericSoftware/spine-runtimes/issues/1856
    We will let you know when the issue has been resolved. Sorry for the inconvenience and thanks for reporting!

    [Edit: Thanks @DarkTI for answering as well, I overlooked your earlier reply identical to the hint below]
    Please note that instead of editing the material in a text editor, you could also switch the Unity Inspector to Debug view on the top right and have a look at and edit the Shader Keywords this way.


    We have just fixed this incorrect warning. A new 3.8 spine-unity unitypackage is available for download here as usual:
    Spine Unity Download: Download
    Please let us know if you still receive any incorrect warnings. Thanks for reporting!

  • Thanks again Jamez0r for chiming in! 🙂

    @DarkTI Unfortunately I'm not quite sure what you're trying to achieve. Note that if your animations overwrite attachment state, then you could still use one of the SkeletonAnimation Update Callbacks to disable or re-enable some attachments after the animation has been applied.

  • Thanks again @Jamez0r for providing the in-depth help! 8)

    @DarkTI It is mentioned in the referenced thread but stating again to emphasize that: don't forget to disable rotation in the atlas pack setting, otherwise the rotated normalmap part will be wrong.