turtle1985

Hi,

I'm having a trouble with SkeletonGraphic not loading multiple atlases properly.

After quick googling, I found that SkeletonGraphic is based on MaskableGraphic that doesn't support multiple textures.

After some more googling, I found that this thread that Pharan mentioning there's a way to workaround;

http://esotericsoftware.com/forum/need-help-SkeletonGraphic-UnityUI-for-2-materials-11038?p=49614&hilit=skeletongraphic#p49614
(i'm having the exact same issue with that thread)

Pharan mentioned that there's another form of SkeletonGraphic to use multiple CanvasRenderer, at the cost of sacrificing masking feature, but he never described how to use that form.

So PLEASE, anyone with similar experience, guide me how to workaround this, or if there's a better way to do it.

Thanks,
turtle1985
  • Сообщения: 2

Harald

Unfortunately we do not yet have a 3.7 version of Pharan's experimental component ready.

Pharan published his experimental version as a unitypackage (containing a single component only) quite some time in the past for 3.6 here:
SkeletonGraphic(UI) Problem
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Harald

Harri
  • Сообщения: 1028

turtle1985

Thanks!!! Good thing that our team is using ver 3.6. that should work just fine.
turtle1985
  • Сообщения: 2

refractedthought

I'd like to add a vote toward supporting this feature. Our project will hit a pain point from this in a matter of months otherwise.
refractedthought
  • Сообщения: 3


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