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
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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
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turtle1985

Thanks!!! Good thing that our team is using ver 3.6. that should work just fine.
turtle1985
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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
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Tobiaaatch

sorry for digging out this old topic,
but we are having the same problem with Multiple Atlases + MaskableGraphic in Unity.

The only way is to script something on our own for that problem?

Keep up the awesome work!
Game of Goats
we are developing a competitive turn-based mobile party game, with minigames from the good old days. Based in Germany.

www.gameofgoats.de
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Tobiaaatch
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Harald

Tobiaaatch писал(а):The only way is to script something on our own for that problem?
I fear that there is no simple solution of a script that provides the required functionality. The solution would be to have the SkeletonGraphic component generate one GameObject with a CanvasRenderer component per submesh instruction and fill it with data accordingly. The code used for the mesh generation also needs to be modified accordingly. I hope that we will get to implement this soon, now that some major high priority tasks have been completed.

Issue ticket for reference:
[unity] Support multiple atlas textures at SkeletonGraphic · #1592
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Harald

Harri
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