Pharan

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Download the latest Spine-Unity runtime unitypackage
http://esotericsoftware.com/spine-unity-download
See download instructions and compatibility notes there.

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Texture Packer Settings: Texture Packer Settings for Spine-Unity
Documentation: https://github.com/pharan/spine-unity-docs (git + always work in progress + feedback welcome)
Spine-Unity Runtime Documentation (static)

Features
[New Feature] Drag and Drop to instantiate
Unity Feature Tutorials by Mitch
Spine-Unity YieldInstructions module
SkeletonRenderSeparator module
Equips, Customization and Mix and Match

IK setups
Bow Aiming

Shader Stuff
Sprite Shaders for Unity (ToddRivers)
Created a Spine Edge Shader (Xelnath)

Mecanim
SetToSetupPose() and Mecanim

Tools
BinaryCats' Skeleton Merger Tool GTX Fury 6600K 6S Edge Plus for Humans (Workaround tool for merging skeleton jsons.)
Json Rollback tool Tool for rolling back your accidentally saved/exported json files to make them compatible with older versions of Spine editor or the runtime.

Common Issues
My sprites have weird black borders, or white bands. What's up with that?
see : Premultiply Alpha

Everything works fine in the editor but some weird stuff happens with the rendering when I build for my target device.
see: Bundled Default Shaders Problems

I play an animation and it works fine, but when I play a second animation, not everything changes, or it breaks, or the animation doesn't look like it does in Spine editor.

This is old behavior prior to Spine AnimationState 3.5 and 3.6.
If you are experiencing this problem despite being on the 3.5 runtime or higher, please create a new topic and describe the problem.

But in 3.4 and below, the basic reason behind its current behavior was that animations are lists of changes.
If you don't define something in your animation, it won't change, meaning, by default, if animation1 changed something, and animation2 did not, that thing will be left in its previous state.

See this blog post for more information: Blog: AnimationState: multiple mixing without dipping

AnimationState in 3.5 and above does not require this change as it is already default.
For most cases, these changes are not necessary.
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Pharan

Pharan
Posts: 4427

BinaryCats

:rofl:
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BinaryCats
Posts: 1299

SoulGame

Thanks for listing those, this is very welcomed.
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SoulGame
Posts: 86

Aggressor

So excited!!!!!!! Thank you guys!
Aggressor
Posts: 45

Stevepunk

Any update on standard shaders for spine models?

eg. normal/depth/specular/emissive maps
Stevepunk
Posts: 11

Pharan

@Stevepunk. What do you mean? We never had those.
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Pharan

Pharan
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Stevepunk

They are features of the standard shader in Unity. But Spine models are not compatible with this shader.
When a spine model is built in unity and the standard shader is applied, any rotation of the object is ignored when calculating the way the light hits the object.

There are some shaders that the spine team are working on to add normal maps which respect the rotation of objects but I'm not sure if the other maps from the standard shader will be included (specular, depth, metallic, etc).

At this point in time I'm regretting my purchase of spine as it completely breaks unity's lighting and spine's magelight project seems to be forever "on the horizon".

Here's a video from over a year ago that looks good but there doesn't seem to have been any progress on this..
Stevepunk
Posts: 11

foriero

Hi. Does also SkeletonUtility work correctly in latest 3.05+ unity runtime?
foriero
Posts: 165

iron59

Good day. I'm using the Reset funtion of the SkeletonAnimation to refresh my SkeletonAnimation objects in the scene when I update their SkeletonDataAsset via code. After updating to the latest package, the function seems to not recognized anymore. Any workaround for this? Thank you very much.

P.S. The SetColor function of Spine.Skeleton is not recognized too, though I just used the A,R,G,B properties of the said class, but it makes my code 4 lines longer when replacing each SetColor function :(
iron59
Posts: 14

Pharan

@iron59 You can start a new topic for any reports or concerns.

Anyway.
Reset was changed to Initialize since "Reset" is a Unity editor magic method which the old reset was not actually doing the proper editor reset.
Initialize(true) is how the old reset behaved.
Initialize(false) is a safe initialization to prevent double-instantiation of owned objects.

Skeleton.SetColor should still work. The code is still there. You probably need to add using Spine.Unity; on top of your script.
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Pharan

Pharan
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iron59

Okay thank you. Sorry I thought this was the right place to post about the updates.
iron59
Posts: 14

xushunwang

Can you add some version tags to git ?
I don't know which commit should I check out.
I update my editor to 3.2 and I'm looking for the comportable runtime version.
xushunwang
Posts: 14

foriero

Hi, can you please update this thread about information what Editor version we can use for exporting to Unity? I mean where is now Unity Runtime. It is very hard to track. Thank you, Marek.
foriero
Posts: 165

badlogic

You can see the currently supported editor version for a runtime in the runtime's README.md. For Unity spine-runtimes/spine-unity at master · EsotericSoftware/spine-runtimes · GitHub (3.3.07).

The problem with tags is, that occasionally a runtime update receives bug fixes/changes after its initial publication. You can follow a runtimes evolution by checking out the commit message prefixes like "[unity]".
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badlogic

Mario
Posts: 1011

BinaryCats

This isn't unity per se , and there may be better ways of doing it in unity. but : [UI] Example - Simple Tool Ring is a detailed example of how UI can be done in games
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BinaryCats
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auhlcom

Good!
http://www.australiahighlow.com/
auhlcom
Posts: 1


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