Any news about UE4 runtime?
karlozalb

- 18 sept. 2014
- Inscrit 2 oct. 2013
- Dans Unreal 4 timeline
Yep! but if I change the size setting, and then I press play. Do I need to do a reimport anyway?
Yes, I had configured the max size to 2048 too.
We've repeated all the entire process, exporting with Spine and then importing into Unity, manually, and now it works.
This is a paranormal event, the other day I imported these skeletons over 20 times without success :drunk:, I tested every configuration (shaders, filters, image formats, sizes, compression, true color,...) possibilities in my desperation.
It seems that one more time the solution was...a reset U_U
Thank you for your help
Of course! here's the link
No, I'm targeting Windows 7.
Firstly, I was using an outdated Spine runtime without automatic generation, I tried the manual import several times and then, I updated the runtimes to the latest version and I tried to import the skeleton using automatic generation, but the problem persists.
Should I try to do a manual import with the latest runtime anyway?
Thank you for your help Pharan
Hi Pharan!
There are two atlases, one for each skeleton, and both are correctly configured inside unity :S
- Modifié
Hi!
I think I've found a weird bug, I don't know exactly if it's an exclusive Unity runtime bug.
Spine-runtime version used: lastest.
Unity version: 4.5.1 f3Loading Image
I have 2 skeletons in the same project, one for the back part (shadowed in the image), and another one for the front part.
I started building this using just one skeleton, and finally I splitted it in the two skeletons mentioned. The process was:- I've duplicated the skeleton (to create the back skeleton).
- I deleted the back part slot from the front skeleton.
- I deleted the front part slots from the back skeleton.
When I export the skeletons and I import them in Unity I get this:
Loading Image
The back skeleton is ok, but the front skeleton is crazy.
If instead of removing the back slot from the front skeleton I hide it, the result is perfect.NOTE: In both skeletons there are no bones, just the root bone.
I can send the project and the exported files if you need them.
Thanks in advance.
- Dans [Unity] FFD support
I use this to change the color of a group of slots.
public class SpineSlotColorChanger : MonoBehaviour { public string groupName; public List<string> slots = new List<string>(); public Color color = new Color(0,0,0,1); void Start () { changeColor(); } void Update () { if (Application.isEditor){ changeColor(); } } void changeColor(){ SkeletonAnimation anim = GetComponent<SkeletonAnimation>(); foreach (string slotname in slots){ foreach (Spine.Slot slot in anim.skeleton.slots){ if (slotname.Equals(slot.data.name)){ slot.R = color.r; slot.G = color.g; slot.B = color.b; slot.A = color.a; } } } } public List<string> getList(){ return slots; } }
You can add the slot names to the list via inspector and then change the color using the ColorChanger. Of course, yo can do this at runtime too
Note that if you do an alpha change inside Spine (a fade in/out effect for example) you won't be able to change the color or alpha, because the color change is forced inside the json in "design" time.
As far as I know, not yet
- Dans Spine status update
Thank you for your hard work!
This is amazing! thank you very much!
If you're not averse to the idea, you should try using the Spine\Skeleton shader that comes with the Spine-Unity runtime.
It's a premultiplied alpha blended shader with face culling and depth buffer writing turned off. I'd say it's pretty standard for 2D stuff.
Thank you pharan!!! It looks good now with the Spine/Skeleton shader
. But, I'm confused, I imported other spine files (without flipped regions) into Unity without problems, and using the Transparent/Diffuse shader.
Loading Image
Left: front side - Right: back sideYou're right Nate! The missing parts are hidden in the dark(back) side!
I'm using Unlit/Transparent shader, but the error persists using Transparent/Diffuse, and looking into the shader code, I don't see cull-off enabled.
Is Unity rendering x-flipped things reversed (and probably y-flipped things too)?? :S Can I do something to fix this?
Thanks in advance.
Thank you nicloay, I'll do a post in the bugs section then, this is really weird.
Sure, here you have json, atlas and png files
https://www.dropbox.com/s/6lmzjq0bluhgi5p/naveBasica.rar
P.S: There is no errors using LibGDX.
Thank you nicloay
Look!
Loading Image
This is really weird, It's like all the left side of the ship were "broken". Missing and misplaced meshes :S
- Modifié
Hi all!
I'm not sure if this is a bug. I'm doing some tests with Unity and I have this problem:
- I have a spaceship with 3 slots that has the same region, but with different rotation.
- I followed this tutorial http://www.youtube.com/watch?v=x1umSQulghA to import the spine animation.
- I'm using Unity 4.3.2f1
When I finally import my spine animation inside Unity, I get this:
Loading Image
As you can see, left wing is missing (is exactly like the right wing, but x-flipped). Same for the left tube, and for the right thing behing the ship leg.
I unchecked the alias option when exporting atlas in Spine, but I get the same result.
Am I doing something wrong?
Thanks in advance