BoYing

This is an old topic , I am a programmer , I want to register custom event at any time in a clip , not by the artist in spine editor.

And I already using the latest version spine-unity , is there any code can handle the custom spine.event ? :wonder:
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BoYing
Posts: 31

Pharan

Currently, SkeletonAnimator's editor tools tries to keep the dummy animation clips in sync with the source Spine Animations.
If you add things to the dummy animation clips, it currently has no way of knowing if they were user-added or came from an older version of the skeleton data.
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Pharan

Pharan
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BoYing

Pharan wrote:Currently, SkeletonAnimator's editor tools tries to keep the dummy animation clips in sync with the source Spine Animations.
If you add things to the dummy animation clips, it currently has no way of knowing if they were user-added or came from an older version of the skeleton data.
Hi , Pharan , it doesn't matter has no way of knowing if they were user-added or came from an older version of the skeleton data.
Because there is no events from skeleton data, I just want to register events on timeline by c# in unity.
Can you supply greatful functions ?Thanks a lot :heart:
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BoYing
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Pharan

If you want it to not touch the AnimationClip events right now, you can remove or comment out these lines: spine-runtimes/SkeletonBaker.cs at 3.6

But you'll have to remember to do this every time you update your runtime. It will be a bit dangerous if you forget, and it will remove the events you added.

We'll see if there's an upgrade-safe way to do this.
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Pharan

Pharan
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