Is there any workaround to export this project to use? I've made multiple new projects in different unity versions to no avail, I suppose the spine project is cursed somehow D: I need to implement it for a client
Solgryn

- 12 févr. 2024
- Inscrit 2 févr. 2016
Thank you for looking into it
Okay I've sent all the files concerning this bug to the mail thank you!
I checked the versio nand it says 4.1.x
- Modifié
Can't import spine project into unity
spine-export.zip81kBI made a new project in unity 2022.1.16f1 and imported the json export. Other spine examples and projects will load but I don't understand why this one won't.
Editor information
4.1.23
posted the spine export files
Hello, I'm using the "Universal Render Pipeline/2D/Spine/Skeleton Lit" shader.
I just updated to the latest shaders but I still have the same issue. It only receives light if 2d light doesnt use normal maps :cSo I looked at the URP 2D Shaders example and the dino sprite there was completely black. I switched it to the URP/2D/Spine/Sprite shader and it got lit correctly
I could've sworn that my skeleton wasn't working with the sprite shader before, but I changed it to the sprite shader now and she's lit now :B So I don't know if it's on purpose but the "Skeleton Lit" shader isn't working (at least for me) with normal maps
- Modifié
Hi,
I made a normal for my tileset and it works fine, but I noticed my skeleton characters were not receiving any light (Except for the global light). I didn't add a normal map to them (not quite sure how yet), but I don't want to normal map everything and I figured they would at least be affected by the lights normally (Like other sprites that are not normal mapped)
Just wondering if I'm doing something wrong with my settings or something, or if it's an issue.
Thanks- Dans Bug with clipping?
Okay, so I just spent a lot of time testing.
I made a new SkeletonAnimation testing the animation - didn't have the bug.
I ripped out my SkeletonAnimation from my bugged object and tested the animation by itself with no other scripts - had the bug.
I made a new SkeletonAnimation, Inserted the scripts onto it and put it back into my Player gameobject
Tested the animation - no bugs.I literally have no clue, the SkeletonAnimation component was bugged somehow and was a freak occurrence I guess (Possible a unity bug?). Luckily it was an easy fix, just remake the object.
thanks for your help
- Dans Bug with clipping?
- Modifié
- Dans Bug with clipping?
Hi,
Im trying to play this animation in my game and whenever I play it after the update, I get these new errors.
This is the animation im playing
https://drive.google.com/uc?id=1u-RNxG58sF_ZOaaTAZmBXHDcQdaQVlZzIt's because my mesh is completely clipped (as in hidden)? Is this not allowed? I used to be able to play it, though.
Thanks
Thanks, SkeletonGraphic will do ( ' v') I'm using it on a canvas so it makes more sense, too.
Didn't really think to use a different skeleton, I've just always used SkeletonAnimation.- Modifié
Hi,
In my game I have a pause menu where I set the Time.timeScale in unity to 0. I've got the UI on Update() so it still works, but I want to have a model of the playable character on the pause screen as well.
Is there any way for the specific model on the pause screen to play animations as normal, unaffected by Time.timeScale ? ' ^'
- Dans Bug with weights
Oh for some reason I thought the weights would be animated and not reflected in the model. That works for me then thanks ' v'
- Dans Bug with weights
Oh, really?... I'm pretty sure I've had that behaviour with all my meshes except just now. Don't know how that happened o: ... I've used it a lot and it's really useful when trying to make the mesh line up with graphics in specific bone rotations - any chance that could become a feature? Like a toggle on-off type of thing :B ? Or maybe a button that changes the "pivot", or root position of the weight to the current position idk.
Cause otherwise you have to change the weights, move the bone, see it's not the desired effect, move the bone back up, change the weights - just seems slow?Also wow I totally didn't see those checkboxes, just used to clickigng typing and pressing enter :B sorry.
- Dans Bug with weights
Hey just experienced some weirdness regarding weights. Usually, I make my mesh, I bind it to the bones and then manually set each of the weights by rotating the bone and setting the weights so they match the graphics.
With this skirt mesh, it works. It's reacting to me changing the weights.
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With this chest area mesh, it's not reacting to me changing the weights D:
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It seems to be taking a new "snapshot" per say, just like when u first bind the bones- their root position.After doing some testing, I also discovered this:
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What I do in this gif is have the name different from the slot/mesh name. I change the name, and it only changes the name of the bone.
When I change the name of the bone to be the same as the slot/mesh, and THEN change the name; the name of the slot/mesh will also change. They'll be linked in a weird way, only way to fix it is to make a new bone and don't call it the same as the slot/mesh.It doesn't seem to have anything to do with the weight bug :c I've tried deleting the chest entirely and creating a whole new bone and mesh and everything but still wont work...
- Dans Bug with weights
- Modifié
Oh thanks for the feedback . w. probably should've used another word than "useless" mby a bit rude :B
But yea that exception would be nice - my problem is I do want to see my players hitbox that they use to attack with, but not their hurtbox.
In my mind there could maybe be options to silence certain warnings, like you said that first warning isn't applicable to me, but for some people it's useful. Or maybe have it once per project, and if you press yes on the warning, you wouldn't see it anymore in that project file.Hi, ever since updating I've been getting this possibly harmless warning.
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My workflow is always to have the spine project in a folder along with an export folder in that folder; keep things nice n tidy.
So like "Player/Player.spine", "Player/export/"Is there a reason not to do this? Or how do I get rid of this warning ' ^'
I'm also having another new warning
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I hide the Hurtbox and paths because I don't need to see them in the editor and they get in the way. But I need them to be there ingame, of course; and they still are after hiding the slot. Is this intended?It's just a little annoying having to click 2 more times now after the update.
But otherwise amazing update, the clipping really helped me with a few projects. Keep up the great work ' v'- Modifié