DarkTI

- 18 août 2023
- Inscrit 29 oct. 2020
- 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 toDebug
view on the top right and have a look at and edit theShader 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.- Dans Normal maps creation