@Aggressor:
Are your checks done at runtime/play mode or in the editor? 'cause there's some weird stuff about sprite textures not having their packed versions returned unless it's actually at runtime.
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Pharan - Posts: 5366
Mitch
Try it with not Unity 5 beta-release :/ They're up to 5.0.1 now. No one else is having the problem you're having.MarkB wrote:Do you know if this is sorted now, please? Still doesn't seem to be working for me no matter how I try and run it.Mitch wrote:Looks like they changed how they did script updates... latest github repo (not hte unity package) shouldn't need to be API-updated for Unity 5. try doing a clean pull. I'll try and address this with a few other Unity 5 issues sometime today.
7.5 years ago
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Mitch - Posts: 978
Aggressor
@Pharan
Yes it is at runtime
Yes it is at runtime
7.5 years ago
- Aggressor
- Posts: 93
MarkB
Sweet! That sorted it - thanksMitch wrote:Try it with not Unity 5 beta-release :/ They're up to 5.0.1 now. No one else is having the problem you're having.

7.5 years ago
- MarkB
- Posts: 3
newwork01
I need to attach a GameObject to slot (not the sprite). Can anyone tell me how to make this work? Thank!
7.5 years ago
- newwork01
- Posts: 9
Mitch
BoneFollower or SkeletonUtility.
7.5 years ago
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Mitch - Posts: 978
newwork01
i try it but not work! Because my animation change scale and alpha of slot during the anim, so when i attach gameobject as bone follower or SkeletonUtility, nothing playing on the screen
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any help ? This gameobject has a lot of child as sprite. I want to attach to slot so that the animation can affect all child sprites (scale or alpha).
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any help ? This gameobject has a lot of child as sprite. I want to attach to slot so that the animation can affect all child sprites (scale or alpha).
7.5 years ago
- newwork01
- Posts: 9
glogic
Hey guys,
Im just wondering if it is possible to add an overlay/decal to a spine character in unity. Basically I have my character but during the game I would like to apply blood or dirt decals to the arms, head etc. Rather then having to create new sprite sheets with blood applied for each character part and swapping them out that way is there a way to add textures to a spine model individual parts at runtime??
What is the best way to do this to try keep assets at a minimum?
Cheers
Gav
Im just wondering if it is possible to add an overlay/decal to a spine character in unity. Basically I have my character but during the game I would like to apply blood or dirt decals to the arms, head etc. Rather then having to create new sprite sheets with blood applied for each character part and swapping them out that way is there a way to add textures to a spine model individual parts at runtime??
What is the best way to do this to try keep assets at a minimum?
Cheers
Gav
7.5 years ago
- glogic
- Posts: 6
Benzino
Hi all,
Is there a bug with the latest runtime, as it is not automatically creating a prefab for the exported project. I have the option to Generate a Mecaniam Controller and bake it, but would prefer the prefab option instead. Is there even a way that I can manually create the prefab?
Thanks!
[Edit] And just as I post, I see the right click option to instantiate SkeletonAnimation ha!
Is there a bug with the latest runtime, as it is not automatically creating a prefab for the exported project. I have the option to Generate a Mecaniam Controller and bake it, but would prefer the prefab option instead. Is there even a way that I can manually create the prefab?
Thanks!
[Edit] And just as I post, I see the right click option to instantiate SkeletonAnimation ha!
7.5 years ago
- Benzino
- Posts: 12
Pharan
(1) Thank goodness you didn't bake it.
If you're new to Spine, or new to Unity, absolutely do not use Baking.
It was originally created as a workaround for the Asset Store, and it remains an advanced feature (for people looking to sacrifice Spine features for performance-on-a-case-by-case-basis like for environment animation or something.)
(2) This isn't a bug. You probably have the expectation of it creating a prefab for you from the old video.
The new version doesn't do that anymore. It leaves generating prefabs up to you 'cause not everyone needs prefabs for every single Spine skeleton they import.
(3) Yes, right click on the SkeletonDataAsset (the asset with the Spine icon) and choose one of the Instantiate options.
If you're new to Spine, or new to Unity, absolutely do not use Baking.
It was originally created as a workaround for the Asset Store, and it remains an advanced feature (for people looking to sacrifice Spine features for performance-on-a-case-by-case-basis like for environment animation or something.)
(2) This isn't a bug. You probably have the expectation of it creating a prefab for you from the old video.
The new version doesn't do that anymore. It leaves generating prefabs up to you 'cause not everyone needs prefabs for every single Spine skeleton they import.
(3) Yes, right click on the SkeletonDataAsset (the asset with the Spine icon) and choose one of the Instantiate options.
Spine-Unity Docs Repo, and check out the Unofficial Spine Users Tumblr.
7.5 years ago
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Pharan - Posts: 5366
dirkmalta
Started using Spine not so long ago. Loving it.
I do have one questions and one request:
[Question] Animations aren't baked right. Meaning the crazier and more complex the animation the more processing is required within Unity right?
[Request] Would it be possible to do a video tutorial on how to bake animation. I understand this is more complex then the rest, however would be real useful if we could have a tutorial on how this is applied for simple background looping animations.
Thanks!
I do have one questions and one request:
[Question] Animations aren't baked right. Meaning the crazier and more complex the animation the more processing is required within Unity right?
[Request] Would it be possible to do a video tutorial on how to bake animation. I understand this is more complex then the rest, however would be real useful if we could have a tutorial on how this is applied for simple background looping animations.
Thanks!
Creating a platform adventure game where time is manipulated when you move. Every step count!
And of course we using Spine ;-)
https://twitter.com/gloomvideogame
And of course we using Spine ;-)
https://twitter.com/gloomvideogame
7.5 years ago
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dirkmalta - Posts: 5
Mocho
Hi do you have any videos on aiming a gun in unity?
6.5 years ago
- Mocho
- Posts: 2
Nate
I don't think so, but an easy way is to setup a single bone IK constraint in Spine, then use SkeletonUtility in Unity to position the target where you want to aim. You can then write code to prevent the arm from rotating to unrealistic angles.
6.5 years ago
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Nate - Posts: 12208
Mocho
Sweet! got it working nicely, im new to spine but think im going to like it a lot 

6.5 years ago
- Mocho
- Posts: 2
Affinity
@Mitch
Thanks for great posts!
This archive is giving me a ton of help.
However on Mitch's ground constraint I was following along just fine until my implementation of it deferred.
What I mean is I'm getting the ground constraints to react to ground all right, but it does not return to the pose before. The bone pushed or placed on higher level does not return to ground position like in Mitch's demo. What could possibly cause this?
Thanks for great posts!
This archive is giving me a ton of help.
However on Mitch's ground constraint I was following along just fine until my implementation of it deferred.
What I mean is I'm getting the ground constraints to react to ground all right, but it does not return to the pose before. The bone pushed or placed on higher level does not return to ground position like in Mitch's demo. What could possibly cause this?
6 years ago
- Affinity
- Posts: 28
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