I followed the "Rope and Spikeball Trap with Spine and Unity3D" tutorial where, together with the collider, a kinematic RigidBody2D is advised:
Rope and Spikeball Trap with Spine and Unity3D - YouTube
How to add collider to spine gameobject in unity
I tried without RigidBody2D first. Then Kinematic and Dynamic. All give the distortions. I obviously wasn't thinking straight when trying a static RigidBody2D...
It seems indeed that I mixed up my testing. With Immutable Triangles unchecked and a kinematic RigidBody2D the distorted behaviour stays away.
However, when the character is flipped over the X-axis, the distortions appear again. What could cause this?
Well, occasionally the behaviour occurs again, X-flipped or not.
This is what happens before the character is displayed:
- Customisation via a player config: items get swopped in.
- Followed by the animation set up: animations are set on tracks.
- And then the FlipX check.
What could be the issue?
Cheers
Nikola
I added a screenshot for the b_Body bone. The b_Chest and b_Neck bones are set up the same way. Is there something I'm missing?
DISREGARD my comments about the distorted behaviour in relation to the Skeleton Utility bones. The behaviour also occurs (although occasionally) when not using the Skeleton Utility script at all.
At least I now know to look elsewhere.
Cheers
Nikola
PS: always do a skin repack after customisation. This fixed the issue.