Arnissan

Something's going wrong with Spine boy's arms in the latest runtimes, downloaded today.

GIF: https://i.imgur.com/UAwHTul.gifv
Arnissan
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Harald

That looks strange. Unfortunately we cannot reproduce this problem.

Which Unity version are you using? Does this happen when you remove the previous runtime (Spine and Spine Examples directories) and install the new runtime cleanly as well?
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Harald

Harri
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Arnissan

Issue persists even when deleting existing Runtimes folders and importing it fresh. I'm on Unity 2019.2.4f1. Is it perhaps related to Lightweight Render Pipeline? I thought the default unlit shaders should still work properly in LWRP as well.

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I deleted LWRP asset file to roll back to default renderer and now works without issues as intended. So it seems to be LWRP related.

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Perhaps related to this report? Mix-and-Match example has inconsistent control bones
Arnissan
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Harald

Thanks again for reporting!
This issue has just been resolved, see: [unity] Mix and Match Equip example submesh draw order problem · #1486
Now providing additional Fix Draw Order parameter at SkeletonRenderer, defaults to disabled (previous behaviour). See spine-unity Runtime Documentation: Setting Advanced Parameters.

Applies only when 3+ submeshes are used (2+ materials with alternating order, e.g. "A B A").
If true, MaterialPropertyBlocks are assigned at each material to prevent aggressive batching of submeshes by e.g. the LWRP renderer, leading to incorrect draw order (e.g. "A1 B A2" changed to "A1A2 B"). You can leave this parameter disabled when everything is drawn correctly to save the additional performance cost.
New unitypackages have been uploaded, you can download them here as usual:
Spine Unity Download
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Harald

Harri
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