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  • SkeletonGraphic with multiple atlases

Hi guys,

Months ago, I ran into an issue that multiple atlases cannot be used for SkeltonGraphic as it's based on MaskableGraphic which does not support multiple atlases.
After hours of googling, I found this article:
SkeletonGraphic(UI) Problem
that says you guys have experimental multi-object version of SkeletonGraphic.
and it worked like a charm and was a lifesaver.

but it was for ver3.6 and we're about to update it to 3.8 on our new project.
So I'm wondering if that "experimental" multi object version got developed any further and made its way to an actual feature.
Or does it still work with runtime 3.8 as well at least?

Please check and reply.
Thank you so much for your hard work and your amazing program btw.

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I am running spine json and binary files both in Unity. In which, I can smoothly use the skeleton of the particular spine but whenever I use the graphic of the particular spine, the performance of specific spine is corrupts or jitters. so please give me a proper idea to run a graphic in Unity using Spine

Sorry to hear that you are facing problems with SkeletonGraphic! In general, please open a new thread for a question that does not match the heading of an existing recent thread. That keeps things more organized and easier to follow.

An please never post the same question multiple times, we will find new postings automatically. There is no need to triple-post an identical question.


After having received your reproduction package I noticed that it is actually related to this forum thread, the description of "the performance of specific spine is corrupts or jitters" was sounding as if there are performance or playback problems like stuttering playback.

Actually the problem with your use of SkeletonGraphic is as discussed above: Unfortunately, multiple atlas pages as used in your skeleton are not yet supported. I understand that perhaps the title of this thread was not precise enough as it lists with multiple atlases but should be with multiple atlas textures instead.

Complete explanation from the SkeletonGraphic-Component documentation:

Important Note: due to limitations of the used Unity CanvasRenderer, SkeletonGraphic is limited to a single texture. This means Skeletons used in UI have to be packed as a single-texture (single-page) atlas, rather than multi-page atlases. See section Advanced - Export for SkeletonGraphic for a possible workarounds to this limitation.

We are sorry that this is not yet supported, but we are currently working on it, so this feature should soon be available:
[unity] Support multiple atlas textures at SkeletonGraphic · #1592