Pablo B.

Hi! Today I'm facing a few unpleasant things that keep me from doing my job. For my task I need to change the mask interaction type in runtime. I don't know is this behaviour expected, so post it here.

I have a model that contains two atlases (and materials). Some skins contain one material, some two.
In the first case, I created SkeletonAnimation and generated materials for one of the skins (consisting of one material) to interact with the masks. When switching to a skin containing 2 materials, it was broken.

The second case is similar. I figured I'd take a skin that consists of two materials, generate the materials for it, and everything should be fine. Partly I was right, but after the generation the artifacts came out on the other skins.

I suspect that these materials would have to be generated dynamically, but the spine does this only in the editor. Plus the spine does not generate these materials if they have already been generated for one of the skins.

First issue




Second issue

Pablo B.
  • Сообщения: 2

Harald

We are sorry for the troubles! Thanks very much for reporting this bug!

This issue has just been fixed. New unitypackages can be downloaded from here as usual:
Spine Unity Download
Please let us know if it fixes both of your problems described above.
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Harald

Harri
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Pablo B.

Harald, it helped a lot! I'm very lucky :)
Thank you for your work!
Pablo B.
  • Сообщения: 2

Harald

Thanks for the feedback, glad it resolved the problems! Thanks again for reporting!
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Harald

Harri
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