thomasfurst99

Hi, we are using animations from Spine to create our game, but now we are facing one problem. We have one object with character and with Spine animation on it. Then we have another object with weapon with Spine animation on it too. And we want to have the weapon somewhere between the body and the hand in the Z order (weapon is hidden by body, but is showed over hand). Is there a way in Unity to achieve this with Spine animations?

Screen Shot 2016-03-15 at 18.08.31.png
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thomasfurst99
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Xeep

Hi, I was having the same issue and I found this video where it is clearly explained



Also it can be found in the Spine-Unity documentation:

http://es.esotericsoftware.com/spine-unity-documentation#So-can-I-ever-render-anything-between-parts-of-my-Spine-skeleton
Xeep
  • Сообщения: 19

thomasfurst99

Yes thanks, I found it too, now it's working.
thomasfurst99
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Pharan

Just FYI. We're phasing out SkeletonUtility's SubmeshRenderers soon because it causes some problems with multiple-page atlases, makes unnecessary draw calls, and is a little finicky.

Something more robust is coming soon. Probably next week. You can check this branch on github for progress: https://github.com/EsotericSoftware/spine-runtimes/tree/unity-skeletonrenderer

So you can use that for now, but try not to make something too elaborate.

You will still be using SubmeshSeparators on SkeletonAnimation so feel free to fill that in.
The next update will remove SubmeshRenderer functionality but will preserve the fields so you can still have your old data for a while.
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Pharan
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