I would like to thank you for your help with the previous questions. But I can't figure out SkeletonAnimation.Initialize(true);
When the Skeleton Data skeleton is changed, SkeletonAnimation.Initialize(true); is called.
But when set to True, MixDuration stops working; if set to False, it will return null ref. I've used this setup before but had no problems
Code:
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TheZero
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2 months ago
- TheZero
- Сообщения: 11
Mario
The mix durations are stored in the
Make sure the skeleton data asset you assign before calling
AnimationStateData
of the SkeletonDataAsset
, and will be assigned to the internal AnimationState
object when you call Initialize()
: https://github.com/EsotericSoftware/spine-runtimes/blob/4.0/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs#L177Make sure the skeleton data asset you assign before calling
Initialize()
has mix durations. 2 months ago
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Mario - Сообщения: 3091
TheZero
After initialization I checked DefaltMix its value is equal to 0.2 as specified. But no result. Maybe I didn't understand something?
Code:
Code:
Spine.png
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2 months ago
- TheZero
- Сообщения: 11
Mario
Hm, that must be a bug then, and something Harri, our local Unity wizard has to look into. He's currently on vaccation, I'll tell him to have a look when he's back.
2 months ago
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Mario - Сообщения: 3091
TheZero
I checked my code, found an error in the implementation, but fixing it did not help. I ran into this issue and setting Initialization(false) fixed the issue. Now the logic has changed and True is required.
Maybe this will help you somehow, I also tried to ask
directly
mix trackEntry but the result is 0.
If there are any other assumptions, I can check the implementation, maybe it's not about Spine
If you need an implementation of a class with animation control, I can provide it, but unfortunately only by mail.
Maybe this will help you somehow, I also tried to ask
directly
mix trackEntry but the result is 0.
If there are any other assumptions, I can check the implementation, maybe it's not about Spine
If you need an implementation of a class with animation control, I can provide it, but unfortunately only by mail.
2 months ago
- TheZero
- Сообщения: 11
Mario
We'd need a simple Unity project that runs out of the box that reproduces the issue. You can send it via contact@esotericsoftware.com
2 months ago
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Mario - Сообщения: 3091
TheZero
The topic is not relevant, the problem was solved by delimiting animation states from different tracks. And calling Initialize(false) before creating the track. But I'm not sure if this is the correct approach. Leave a comment if you don't mind
Code:
Code:
Spine.png
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2 months ago
- TheZero
- Сообщения: 11
Harald
I'm not sure I understand correctly what the initial problem was, and how the changes shown in the last posting solved the issue for you. Could you please describe in more detail what exact problem you encountered (what exactly you mean by "MixDuration stops working", where did you set it and what did you expect), and how your last posted changes above fixed them? Please note that when changing the
We would really like to fix any known issues in the runtime, so any additional info would be much appreciated.
SkeletonDataAsset
you need to clear and reload the skeleton, only calling Initialize(false)
(which initializes the skeleton if not previously initialized) will not be sufficient on its own.We would really like to fix any known issues in the runtime, so any additional info would be much appreciated.
2 months ago
-
Harald - Сообщения: 4107
TheZero
Short
The game presudstvuet conditionally speaking modules.
At the beginning of each module, I have a method call that initializes the skeleton we need by Enum.
Where it assigns the skeleton, initializes it with Initialization(trye) .
Next comes the call to create a skin. These methods are called upon completion after creating a custom skin
SetSkin();
SetSlotsToSetupPose()
The agreement with the management class can only be attributed by mail with detailed explanations.
The game presudstvuet conditionally speaking modules.
At the beginning of each module, I have a method call that initializes the skeleton we need by Enum.
Where it assigns the skeleton, initializes it with Initialization(trye) .
Next comes the call to create a skin. These methods are called upon completion after creating a custom skin
SetSkin();
SetSlotsToSetupPose()
The agreement with the management class can only be attributed by mail with detailed explanations.
2 months ago
- TheZero
- Сообщения: 11
Harald
If you can manage, we would be happy to receive a simple reproduction Unity project by email. You can send it to contact@esotericsoftware.com as a zip package (briefly mentioning this forum thread URL so that we know the context).
1 month ago
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Harald - Сообщения: 4107
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