Pharan

@Halfbiscuit. There's no such thing as PlayAnimation natively in the Spine runtime. That method signature also looks unusual. You must have implemented something yourself.

But yes, SetAnimation requires that you specify a track number as the last parameter.
Setting an animation on 0, and then another on 1 will make it play both animations at the same time.
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Pharan

Pharan
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ankit123

Hi ,

We are using Spine and Unity. But the issue we are facing is that on one or two frames are being lost when the same animation is exported and run using Unity. Things are fine when we use the same in Spine.

Any help will be greatly appreciated.
ankit123
Posts: 1

Halfbiscuit

@Pharan Yep my mistake, I used my own function as an example.
skeletonAnimation.state.SetAnimation(track, name, looping);
is what is needed.

Also
skeletonAnimation.GetCurrent (track);
can be used to change the time scale and other variables after the animation has been set.
Halfbiscuit
Posts: 8

SuperOppss

Hi everyone! I plan to buy Spine this weekend will this runtime support the latest version of Spine and Unity 4.6.1? thanks
SuperOppss
Posts: 5

Pharan

Yes, it works with 4.6.1.

And you'll be in good company.
Lots of people using it (based on forum posts at least). Lots of people checking for bugs, awesome people improving it and fixing stuff.
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Pharan

Pharan
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Mitch


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Mitch

Mitch
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Nate

Mr. raptor has baked translate handle pie!
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Nate

Nate
Posts: 7530

wrongtarget

Wohoo! Spine + Mecanim love. I think there was some tool floating around last year to import Spine exports as anims, nowhere as powerful and elegant as this though.
Don't know how you're doing it but awesome job, Mitch.

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wrongtarget
Posts: 26

Pharan

That bit in the beginning was filler.
Sure, thanks for the image, not for the totally almost-useless facts about the spine runtime skin system. XD
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Pharan

Pharan
Posts: 4441

Mitch

Pharan wrote:That bit in the beginning was filler.
Sure, thanks for the image, not for the totally almost-useless facts about the spine runtime skin system. XD
Crap lol, you know I recorded that video like 5 times and I totally forgot to thank you for that stuff in the last take too so here goes.

When I'm in the middle of the developing a spine-unity feature and it gets weird and I'm not sure if the UX makes sense or theres some bug, Pharan and I get on Skype screenshare and do what's called pair-programming to hash things out. Sometimes with Nate too - but he just starts posting pictures of his dog's surgically repaired butt after a while ( srsly tho he's super helpful when I am neck deep in the runtimes ).

It's so cool that this kind of advanced collaboration and knowledge pooling can occur in three totally different time zones between people that have never met in person.

Thanks for the help :)
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Mitch

Mitch
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Pharan

Forget that. What happened to Moo's butt?
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Pharan

Pharan
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Nate

Her anal glands were filling up weekly so we had them removed a while ago. She's fully recovered now, but there was the risk of permanent incontinence and her poor bunghole was a ghastly sight. Good for waking up Mitch when he gets off topic! 8) Little Moo also had giardiasis a few months ago, I have a few bloody stool pics Mitch hasn't seen. Yet. :devil:
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Nate

Nate
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Pharan

You know people can get giardiasis too, right?
You should have your butt checked, and your anal glands cleared. And don't touch the pizza.
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Pharan

Pharan
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mr_malee

Spine and Mecanim! That is seriously awesome.
mr_malee
Posts: 12

Majicpanda

Whoa whoa whoa, what........ t-minus 2 weeks til we buy this and massive prototyping happens. :P If we can still swap attachments for equippable items and do everything we need to make an ARPG with Spine + Mecanim I shall love thee forever. I really, really didn't want to have to work with Puppet 2d.
Majicpanda
Posts: 184

Mitch

Majicpanda wrote:Whoa whoa whoa, what........ t-minus 2 weeks til we buy this and massive prototyping happens. :P If we can still swap attachments for equippable items and do everything we need to make an ARPG with Spine + Mecanim I shall love thee forever. I really, really didn't want to have to work with Puppet 2d.


^ all attachments added to skeleton are stored as separate game objects with 1 mesh per attachment (Region, Mesh, or SkinMesh with weighting intact) under a parent "Slot" object (named the same as the slot was named in Spine) and their render-orders are set according to the draw order of the Setup pose (doesn't handle DrawOrder keyframes).

You are more than welcome to toggle those on and off with code :) Or add your own - just remember to set the renderer's orderInLayer to the right depth.

Additionally, with Unity 5 around the corner, if they do a good job implementing Mecanim graphs for arbitrary logic, you can expect a proper Spine-Unity implementation of SkeletonRenderer + Mecanim, rather than baked objects like this. That is as soon as I have time to do it :)

---

Added tutorial on how to use the new Attributes recently added to the runtime to make life easier.
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Mitch

Mitch
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cparki3

This is AMAZING!!! :clap: I was really used to using Mecanim for animations before transitioning to Spine. Fantastic work Mitch! I cannot wait to integrate this. Our Alpha version of our game is almost ready and I will definitely be using a lot of these features for our beta. :rock: I know I tell you all the time Mitch, but seriously nice work, thank you soooo much!
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cparki3
Posts: 18

cdman

Hello,

I am having trouble removing the Spine runtime from Unity.

I baked the animations and dragged from the baked folder into my project.

Everything works fine, but when I remove the spine-unity folder, my animation disappears.

Any idea what's going on?

Thanks.
cdman
Posts: 4

Mitch

cdman wrote:Hello,

I am having trouble removing the Spine runtime from Unity.

I baked the animations and dragged from the baked folder into my project.

Everything works fine, but when I remove the spine-unity folder, my animation disappears.

Any idea what's going on?

Thanks.
Did uhh... did you delete the Shader too?
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Mitch

Mitch
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cdman

Derp! That's exactly what happened.

Just had to move the shader out.

Thanks Mitch.
cdman
Posts: 4

TBrayner

Mitch wrote:
Added tutorial on how to use the new Attributes recently added to the runtime to make life easier.
Hi Mitch, I'm receiving this error:

NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Graphs.AnimationStateMachine.TransitionInspector.OnEnable () (at C:/buildslave/unity/build/Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/TransitionInspector.cs:74)

I installed the Spine's RunTime by the Unity installer you posted at the first post.

Another problem I'm facing, happens when I try to use the "AtlasRegionAttacher", which load the image of the attachment with half of its size, and rotated in 90º.

I fallowed all the steps of this setup:
https://www.youtube.com/watch?v=-V84OIvZdQc
TBrayner
Posts: 10

Pharan

[Unity]

aww. it doesn't work for message contents.
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Pharan

Pharan
Posts: 4441

Shiu

Imagine the abuse!

Each time a unity logo is displayed a kitten dies. So use with caution ;)
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Shiu

Shiu
Posts: 2168

glogic

Hi folks, I just bought Spine and so far it has been great! So congrats on the work so far!

I am using Spine with Unity and I am trying to find the best way to switch between animations. For example I have a shooting animation and when the shooting animation has been completed I want to return the character to either idle or running depending on its state upon completion of the shoot animation. I used to do this by adding animation events within Unity itself. Spine doesnt appear to have access to the animation panel within Unity just yet so what is the correct way for performing an action like how I am describing? I see that you can add events in Spine itself. Can these be used for what I describe? So I would add an event in Spine for when the shooting animation ends and then in Unity somewhere in my script I need to listen for that event? How is this done in C#?
I have seen this http://esotericsoftware.com/spine-events and I see code sample for adding a listener but I dont seem to be able to do the same thing within C# script. Can I see an example of how this is mean to be accomplished?

Thanks!
glogic
Posts: 6

clandestine

@glogic: You can definitely listen to OnAnimationComplete / End events from the Spine runtime, but you might be better off just using Mecanim if that's what you're used to: http://esotericsoftware.com/forum/viewtopic.php?f=7&t=4083
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clandestine
Posts: 48


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