See the blog post for details:
Blog: Spine 3.6 - Tint black, clipping, weight painting, and more!
Here's a little video we put together to show off the new features:
Nate
1.5 years ago
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Nate - Posts: 8573
chrismweb
Very nice!
Audio support will be interesting

Audio support will be interesting


1.5 years ago
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chrismweb - Posts: 135
Davi Clean
Awesome!!!I would like to know more about what "soft selection" is
1.5 years ago
- Davi Clean
- Posts: 35
Erikari
I like how he totally walks like a boss and then you slightly zoom on him after 2:11 
Can't wait for the devs to say the new runtimes aren't causing issues in our game to start using it!

Can't wait for the devs to say the new runtimes aren't causing issues in our game to start using it!
1.5 years ago
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Erikari - Posts: 1528
Nate
Soft selection is enabled through the new

Then when you make a selection, vertices within range of your selected vertices show up a shade of cyan/blue:

When you move the selected vertices, the blue nearby vertices are also affected based on how far away they are. Eg, here I moved the vertex down:

This works for translation, rotation, and scale on vertices. Here's rotation:

This can be much easier than moving each vertex one at a time, as this GIF from the blog shows:

Here's a pro tip: you can
Mesh Tools
view:
Then when you make a selection, vertices within range of your selected vertices show up a shade of cyan/blue:

When you move the selected vertices, the blue nearby vertices are also affected based on how far away they are. Eg, here I moved the vertex down:

This works for translation, rotation, and scale on vertices. Here's rotation:

This can be much easier than moving each vertex one at a time, as this GIF from the blog shows:

Here's a pro tip: you can
ctrl + alt + click
to remove a soft selected vertex from the soft selection. Note if you then select a new vertex, soft selection will be applied again. 1.5 years ago
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Nate - Posts: 8573
Shiu
Thanks!Erikari wrote:I like how he totally walks like a boss and then you slightly zoom on him after 2:11
Can't wait for the devs to say the new runtimes aren't causing issues in our game to start using it!

I've only been animating with preview active for the short time it's been there. It's a lot of fun tweaking animations with it running. You instantly see all the small nuances of the animation if it's playing while you're editing.
1.5 years ago
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Shiu - Posts: 2262
Nempatriarch
i'm curious about the lighting on the tint black section on the tank. How do you achieve that partial illumination on the side of the tank? is it just the glow from the explosion or is there a way yo light up a clipped section of the sprite?
Maybe it's something that has no connection to the actual update, i'm sorry if it's off topic.
Maybe it's something that has no connection to the actual update, i'm sorry if it's off topic.
I'm an artist. Check @nempatriarch on tumblr and instagram.
1.5 years ago
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Nempatriarch - Posts: 6
Nate
If you download the Spine installer and run it again, you'll get the latest example projects and you can see the tank firsthand. The selection in this screenshot is the clipping attachment, which is clipping a 3 vertex, additive blended mesh:

Clipping can get expensive, so it's best to clip as few vertices and attachments as possible. Be sure to test CPU usage for what you are doing at runtime before going too crazy with it. While the tank and the new coin example use clipping for lighting effects, that is not its only usage. Eg, the spineboy portal.

Clipping can get expensive, so it's best to clip as few vertices and attachments as possible. Be sure to test CPU usage for what you are doing at runtime before going too crazy with it. While the tank and the new coin example use clipping for lighting effects, that is not its only usage. Eg, the spineboy portal.
1.5 years ago
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Nate - Posts: 8573
Shiu
The glow on the side of the tank is done by using aNempatriarch wrote:i'm curious about the lighting on the tint black section on the tank. How do you achieve that partial illumination on the side of the tank? is it just the glow from the explosion or is there a way yo light up a clipped section of the sprite?
Maybe it's something that has no connection to the actual update, i'm sorry if it's off topic.
Clipping
to mask out an attachment set to
Additive
blending.
Another example of this effect is used in the Coin example that comes with the latest launcher.
1.5 years ago
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Shiu - Posts: 2262
Nempatriarch
Thanks! yeah i see now. I guess it would be messy to do it in a humanoid character in plain motion.
I'm an artist. Check @nempatriarch on tumblr and instagram.
1.5 years ago
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Nempatriarch - Posts: 6
DanielWolf
I'm really looking forward to audio support! 
Is there a way to be notified when the beta is out?

Is there a way to be notified when the beta is out?
1.5 years ago
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DanielWolf - Posts: 16
msm
congrats, looks awesome.
Impressed as always at the features you are packing into Spine.
I'd just like to say that all the editor updates are awesome of course, but I appreciate the attention you also are giving to improving the runtimes and the repos. Your previous move to keeping the runtimes in pace with latest editor release features was huge, and now moving to versioned branches for the repo is another big improvement. So thanks for the awesome work.
Any thoughts on separating the individual runtimes into their own git repos? For one, reading the commit history would be a lot more useful, as it would not be interspersed with other platforms I'm not using. Would also make importing just what I need as a git submodule for example a lot easier.
Thanks again
Impressed as always at the features you are packing into Spine.
I'd just like to say that all the editor updates are awesome of course, but I appreciate the attention you also are giving to improving the runtimes and the repos. Your previous move to keeping the runtimes in pace with latest editor release features was huge, and now moving to versioned branches for the repo is another big improvement. So thanks for the awesome work.
Any thoughts on separating the individual runtimes into their own git repos? For one, reading the commit history would be a lot more useful, as it would not be interspersed with other platforms I'm not using. Would also make importing just what I need as a git submodule for example a lot easier.
Thanks again
1.5 years ago
- msm
- Posts: 52
badlogic
I'm considering moving the runtimes to individual git repositories and making them submodules of the main repository. It's a bit complex to unwind the example projects, but it's on my "will look into this option asap". FWIW, every runtimes specific commit is prefixed with `[runtimename]` so you can filter the logs more easily.
1.5 years ago
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badlogic - Posts: 1564
Nate
We discussed it a bit here:
Separate repos · #758
Submodules would be convenient for users to pull in the Spine Runtimes, but quite inconvenient for runtime development. Git submodules are a bit of a half-baked Git feature (look, a haiku. uhhh I hate mornings). I would much rather Git implements a better solution to the problem of pulling in part of a repo without causing the repo maintainers grief.
Separate repos · #758
Submodules would be convenient for users to pull in the Spine Runtimes, but quite inconvenient for runtime development. Git submodules are a bit of a half-baked Git feature (look, a haiku. uhhh I hate mornings). I would much rather Git implements a better solution to the problem of pulling in part of a repo without causing the repo maintainers grief.
1.5 years ago
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Nate - Posts: 8573
eldridge
Hi I am new to the forum and have been using Spine for just a few months.
I just updated my Software today and started working on a file i made from the previous version. it worked but after saving the file and closing the program, when I started it up again, I am getting this error message.
"Sorry, an error occurred while reading the project file.
project version: 3.6.34
spine version: 3.6.34"
help... i am running late on deadlines and this update has set me behind T_T
I just updated my Software today and started working on a file i made from the previous version. it worked but after saving the file and closing the program, when I started it up again, I am getting this error message.
"Sorry, an error occurred while reading the project file.
project version: 3.6.34
spine version: 3.6.34"
help... i am running late on deadlines and this update has set me behind T_T
1.5 years ago
- eldridge
- Posts: 1
Erikari
What was the previous version you were using? Spine saves backups every 15 minutes in the backup folder so if you're lucky you might find a very old version, try matching the editor with that version by downgrading it, and then go on working.
1.5 years ago
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Erikari - Posts: 1528
Nate
eldridge, can you please email us the .spine file you aren't able to open? contact@esotericsoftware.com
1.5 years ago
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Nate - Posts: 8573
tuanhm107
Great update! If only the clipping mask has a feather option tho 

1.5 years ago
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tuanhm107 - Posts: 21
mayhemking
I definitely need a tutorial on painting weights...
1.5 years ago
- mayhemking
- Posts: 34
Dmitriy Makeyev
Help solve the problem, after updating Unity when selecting any object of Spine2D, here comes this error https://pastebin.com/FThuMEFW
Unity 5.6.f21
Last installed spine-unity-3_6-2017-06-26 Compatible with Spine 3.6.x and Unity 5.6-2017.1
---
Unity 5.6.f21
Last installed spine-unity-3_6-2017-06-26 Compatible with Spine 3.6.x and Unity 5.6-2017.1
---
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.PropertyHandler.OnGUILayout (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:198)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7569)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7563)
Spine.Unity.Editor.SkeletonAnimatorInspector.DrawInspectorGUI (Boolean multi) (at Assets/Spine/spine-unity/Editor/SkeletonAnimatorInspector.cs:48)
Spine.Unity.Editor.SkeletonRendererInspector.OnInspectorGUI () (at Assets/Spine/spine-unity/Editor/SkeletonRendererInspector.cs:385)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1229)
UnityEditor.DockArea:OnGUI()
UnityEditor.PropertyHandler.OnGUILayout (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:198)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7569)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7563)
Spine.Unity.Editor.SkeletonAnimatorInspector.DrawInspectorGUI (Boolean multi) (at Assets/Spine/spine-unity/Editor/SkeletonAnimatorInspector.cs:48)
Spine.Unity.Editor.SkeletonRendererInspector.OnInspectorGUI () (at Assets/Spine/spine-unity/Editor/SkeletonRendererInspector.cs:385)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1229)
UnityEditor.DockArea:OnGUI()
Jungle Town "Birthday quest"
1.5 years ago
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Dmitriy Makeyev - Posts: 40
Pharan
@Dmitriy Makeyev That's the same issue here! Spine 3.36 Error??
Should be fixed on the current one.
Should be fixed on the current one.
Spine-Unity Docs Repo, and check out the Unofficial Spine Users Tumblr.
1.5 years ago
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Pharan - Posts: 5366
cfoulston
Hi, getting these warnings and errors after importing into an empty 2017.2.0f3 project:
build: http://esotericsoftware.com/files/runtimes/unity/spine-unity-3_6-2017-10-16.unitypackage
Script 'Animation' has the same name as built-in Unity component.
AddComponent and GetComponent will not work with this script.
Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(233,22): warning CS0618:
Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(233,22): warning CS0618:
Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(234,22): warning CS0618:
Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(234,22): warning CS0618:
Use of UNITY_MATRIX_MV is detected. To transform a vertex into view space, consider using UnityObjectToViewPos for better performance. - SpineVertexLighting.cginc
Shader error in 'Spine-SkeletonGraphic-TintBlack': undeclared identifier 'i' at line 113 (on d3d11)
build: http://esotericsoftware.com/files/runtimes/unity/spine-unity-3_6-2017-10-16.unitypackage
Script 'Animation' has the same name as built-in Unity component.
AddComponent and GetComponent will not work with this script.
Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(233,22): warning CS0618:
UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:
Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(233,22): warning CS0618:
UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:
Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(234,22): warning CS0618:
UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:
Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(234,22): warning CS0618:
UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:
Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'Use of UNITY_MATRIX_MV is detected. To transform a vertex into view space, consider using UnityObjectToViewPos for better performance. - SpineVertexLighting.cginc
Shader error in 'Spine-SkeletonGraphic-TintBlack': undeclared identifier 'i' at line 113 (on d3d11)
1 year ago
- cfoulston
- Posts: 5
Pharan
That should be fixed now. Latest unitypackage dated today.
The first warning is harmless. But Unity Tech said they won't remove it.
The first warning is harmless. But Unity Tech said they won't remove it.
Spine-Unity Docs Repo, and check out the Unofficial Spine Users Tumblr.
1 year ago
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Pharan - Posts: 5366
cfoulston
Thanks 

1 year ago
- cfoulston
- Posts: 5
dannyjones
Thanks for this information...


1 year ago
- dannyjones
- Posts: 2
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