Dmitriy Makeyev

Good afternoon! Faced such a problem. The video shows everything.
Glitch after the update spine-unity-3_6-2017-10-31. Tried in Unity 5.6.2f1 and Unity 2017.2
https://www.dropbox.com/s/kkfojjcy7whgwhh/spine2d_bug.mov?dl=0
Dmitriy Makeyev
Posts: 23

Pharan

Thanks for reporting!
I'm not actually sure what's going on in that video.
Is there more than one mesh being created? Are attachments not being hidden or shown correctly?
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Pharan

Pharan
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Dmitriy Makeyev

After the update, not in the playback mode, all my animations are visible, when I press the playback, then the animations set in the animator are turned on. I stop playback and again see all the animations in the ode skeleton. I was in Unity 5.6 and Unity 2017.2 the same problem, after updating to 3_6-2017-10-31
Dmitriy Makeyev
Posts: 23

Pharan

So you're saying this wasn't a problem before that? What version did you have before updating to the latest one?
There weren't really any changes to SkeletonAnimator that recently.
There were some optimizations in September. Giving them a look through, there doesn't seem to be any obvious sources of problems.
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Pharan

Pharan
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Dmitriy Makeyev

Let's start from the beginning :) I don `t know where to see what version of Spine for Unity I have now, tell me where to look I'll tell you what version is now. I once again recorded the video, at the very beginning I open the project on the old version of Spine for unity, then I install the update, and in the new version if I do not restart the playback, then all my elements (skeletons) are visible with all the animations in the static position. When I start playback everything works fine. I tried to install a new version in a clean project, there is a similar problem.
On another computer, I reinstalled the system recently and set Unity clean.
https://www.dropbox.com/s/8x25jmxjy5qss3j/spine2d_bug2.mov?dl=0
Dmitriy Makeyev
Posts: 23

Pharan

Okay. I'm still having a bit of trouble deciphering what is going on.

So all those things are SkeletonAnimators?
What is the pose ("incorrectly") shown in edit mode? Is it Setup Pose? or is it a specific animation? If it's an animation, which one is it? Or is it neither? Is it just showing ALL images?

And you're also saying this doesn't adversely affect Play Mode or a build at all?
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Pharan

Pharan
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Dmitriy Makeyev

Pharan wrote:Okay. I'm still having a bit of trouble deciphering what is going on.

So all those things are SkeletonAnimators?
What is the pose ("incorrectly") shown in edit mode? Is it Setup Pose? or is it a specific animation? If it's an animation, which one is it? Or is it neither? Is it just showing ALL images?

And you're also saying this doesn't adversely affect Play Mode or a build at all?
Yes SkeletonAnimator
In the edit mode, I see all the animations in one object, on the video it's visible, I think it's a bug. If I press play, then the animation that I assigned is turned on and this is correct. I click the stop and again all the animations in one object are visible. And so with all the objects in my scene.

---

Tell me please did you find a solution to this problem? I can not work because of this bug :(
Dmitriy Makeyev
Posts: 23

Pharan

I wish I knew the solution. I'm asking you questions so we can find out what the cause is.

The other option is for you to send us a sample scene that exhibits the problem so we can debug directly.
You can send it to unity@esotericsoftware.com
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Pharan

Pharan
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Dmitriy Makeyev

Pharan wrote:I wish I knew the solution. I'm asking you questions so we can find out what the cause is.

The other option is for you to send us a sample scene that exhibits the problem so we can debug directly.
You can send it to unity@esotericsoftware.com
I sent you e-mails yesterday, and today I found a problem. I'm not strong in the code, but compared the old file and the new updated SkeletonAnimator.cs, deleted a few lines of code in the updated file and the problem disappeared. Now I'll take off these lines of code.

So it's not working:
#if UNITY_EDITOR
if (Application.isPlaying)
translator.Apply(skeleton);
#else
translator.Apply(skeleton);
#endif
working:
translator.Apply(skeleton);
Dmitriy Makeyev
Posts: 23

Pharan

Hmm, that's odd.

Actually removing that Application.isPlaying check was causing errors for some people where the animator was not set up in edit mode.
I'll try to find a solution where it can safely do that but not cause people's animators to break.

Although I checked our inbox and there doesn't seem to be an email from you.
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Pharan

Pharan
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Dmitriy Makeyev

I sent the letter again. I forgot to say, in your examples folder, objects work normally, without fixing the code.
Dmitriy Makeyev
Posts: 23

Pharan

We've received the repro project. I'll check it out.

---

I think most of the examples in the examples folder are just pretty close to setup pose anyway so they don't reveal that specific problem.

---

Based on the setup pose of your skeletons, it seems like it's behaving as expected.
In edit mode, SkeletonAnimator GameObjects render whatever is the setup pose of the skeleton.
The setup pose of your skeletons show all the images, so that's what's seen in edit mode.

As I mentioned before, some people were experiencing problems when applying the Animator in edit mode.
That's why that block was there. I can't seem to replicate that old error, but I think the solution here is to just get the default/entry states in the Unity Animator and use that to pose the skeleton in edit mode. What you did is fine too, as long as it doesn't cause you any problems, but it might not the fix we'll apply.
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Pharan

Pharan
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Dmitriy Makeyev

Thanks for the answer! What will you advice me? On 2 computers the same problem. Why then on your files in the examples folder in Unity, everything works. Can the problem in the wrong export from Spine 2D? Your files are working :(

---

I found the reason. In my scene, in one skeleton for example there are 4 different objects, in the animation there will be one object. In Spine in the setup mode, if these 4 objects are turned on, they are also visible in Unity. On older versions, I did not notice this, because in Unity in edit mode everything worked. The only solution that I found for myself in Spine in the configuration mode is to include only the required visible object.

---

The decision to turn off unnecessary objects in the Setup mode in Spine turned out to be very inconvenient. I hope you will try to find a solution to this problem.
Dmitriy Makeyev
Posts: 23

Pharan

As I mentioned, the fix you applied should be fine for now, as long as you are not getting any errors.

We may have a different fix in the future.
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Pharan

Pharan
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