chuan

  • 7 avr. 2024
  • Inscrit 22 mars 2024
  • Spinebot
    Thank you very much for your reply. According to your tips, I got the answer to the question in the example of "Spine Examples/Other Examples/FixedTimestepUpdates".

    skeletonAnimation.Update(deltaTime);
    skeletonAnimation.LateUpdate();
    skeletonAnimation.enabled = false;

    The animation can be updated, but the deltaTime needs to be large enough to update to the target action. I guess this has something to do with the mixing of the animation. The above code can directly switch to other animations when closing the script.

  • Our project has a large number of spine objects. Their default animation duration is 0. It may be switched to other normal animations. How to turn off the consumption of animation duration 0?
    I tried to judge the duration of the animation to close the SkeletonAnimation component (SkeletonAnimation.enabled = false), but this resulted in the inability to update to the new animation when switching animations. I tried many forced update interfaces and methods, but none worked. I could only delay to update the animation, asynchronous operations bring some risks. How do I update the animation when SkeletonAnimation.enabled = false?
    Thanks for your answer!
    _Version: Unity Spine3.8
    @Harald