ahmed ali

hey guys while i use blending modes alot in spine, it's weird that recently just using any blending mode in spine and exporting to unity i see it adds the blending mode as a separate material or separate atlas, once i remove blending modes from slots issue fixed and it becomes 1 material and 1 atlas, like wth is going on here :think: :think:
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ahmed ali
  • Posts: 31

Misaki

I'm sorry to hear you're having trouble. Could you check if your Auto-Import Settings are correct in Unity's Preferences window, accessible via Edit - Preferences (Unity - Preferences on Mac)? For more information on the correct settings, please see the following section of the spine-unity runtime documentation:
spine-unity Runtime Documentation: Advanced Premultiplied vs Straight Alpha Import
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Misaki

Misaki
  • Posts: 759

ahmed ali

Misaki wrote:I'm sorry to hear you're having trouble. Could you check if your Auto-Import Settings are correct in Unity's Preferences window, accessible via Edit - Preferences (Unity - Preferences on Mac)? For more information on the correct settings, please see the following section of the spine-unity runtime documentation:
spine-unity Runtime Documentation: Advanced Premultiplied vs Straight Alpha Import
thank you misaki for your response, but it seems that it needs to create additional material in unity just to apply blending shader to it :think: , anyway i just removed blending modes and it seems fine with only 1 material to work with :)
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ahmed ali
  • Posts: 31

Harald

Additive blend mode requires no additional material when Advanced - PMA Vertex Colors is enabled at your SkeletonRenderer component. Also please check your SkeletonData asset settings in the Inspector, you may have enabled Blend Mode Materials Apply Additive Material which uses a separate Material then.

See the documentation page here:
spine-unity Runtime Documentation: Skeleton Data
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Harald

Harri
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