I have attached a picture of my problem. I created a bounding box attachment in Spine, then ran the skeleton utility on the game object in unity(Generated using Spine->Instantiate(SkeletonAnimation), but the bone with the bounding box attached to it never gets added to the game object under SkeletonUtility-Root.
If I highlight the Skeleton Data,I can see the bone along with the bounding box attachment under the "Slots" dropdown. However, looking under the "Slots" dropdown on the INSTANTIATED object shows the bone name but not collider under it(this might not be a problem).
Any ideas? Thanks.
09 Sep 2015, 16:07
I have also noticed that when I add ANY collider box to an animation and highlight the skeleton animation data in unity. I ALWAYS get the following exception: The position varies of course depending on what animation the collider is on.
ArgumentException: Getting control 28's position in a group with only 28 controls when doing Repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GUILayoutUtilityBindings.gen.cs:511)
UnityEngine.GUILayoutUtility.DoGetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GUILayoutUtilityBindings.gen.cs:306)
UnityEngine.GUILayoutUtility.GetRect (Single minWidth, Single maxWidth, Single minHeight, Single maxHeight, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GUILayoutUtilityBindings.gen.cs:297)
UnityEditor.EditorGUILayout.GetControlRect (Boolean hasLabel, Single height, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:6831)
UnityEditor.EditorGUILayout.GetControlRect (Boolean hasLabel, Single height, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:6826)
UnityEditor.EditorGUILayout.LabelField (UnityEngine.GUIContent label, UnityEngine.GUIContent label2, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:5202)
UnityEditor.EditorGUILayout.LabelField (UnityEngine.GUIContent label, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/Editor/Mono/EditorGUI.cs:5169)
SkeletonDataAssetInspector.DrawSlotList () (at Assets/spine-unity/Editor/SkeletonDataAssetInspector.cs:365)
SkeletonDataAssetInspector.OnInspectorGUI () (at Assets/spine-unity/Editor/SkeletonDataAssetInspector.cs:118)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1162)
UnityEditor.DockArea😮nGUI()
09 Sep 2015, 16:31
So I found that when I add a collider to the SPINEBOY head slot, after I INSTANTIATE it using the skeleton utility, it shows the collider under the head slot in the inspector, and then will properly show the bounding box after I click "Spawn Hierarchy". When I do the SAME THING with the goblin, nothing shows up under the INSTANTIATED head slot, and so therefor when I click "Spawn Hierarchy", it doesn't show anything under the bounding boxes section. I have on idea how they are different.
However, when viewing their animation data in the unity project folder, both of their head slots show the bounding box. It is only the instantiated GOBLIN that has issues.
I tested the Dragon animation and it works fine, so it is just the goblin that has issues and I would really like to figure out why in case this issue occurs with my own animations in the future.
The exception occurs on both so that doesn't seem to matter.