• Unity
  • Problem with scale skeleton with Unity runtime

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Problem :
Feet of kinght (spine example) looks weird when i apply scaling to skeleton.
I need help...!


Scale 1


Scale 2

public class SpineRuntimeQna : MonoBehaviour
{
    [SerializeField] private SkeletonGraphic graphic;
    [SerializeField] private float scalingFactor = 2f;

// Start is called before the first frame update
void Start()
{
    graphic.Initialize(false);

    graphic.Skeleton.ScaleX *= scalingFactor;
    graphic.Skeleton.ScaleY *= scalingFactor;

    graphic.Skeleton.SetToSetupPose();
    graphic.Skeleton.UpdateWorldTransform();
}
}

Oh, this is indeed bad, sorry for the trouble and thanks very much for reporting! It is affecting all runtimes actually, not limited to spine-unity.

There is now an issue ticket available here:
https://github.com/EsotericSoftware/spine-runtimes/issues/1668
We will let you know once it's fixed.

It looks kind of cool actually. 😉 The hero isn't the tallest guy, he needs his platform shoes!

It's been fixed in the reference implementation (spine-libgdx) and will be ported in the 3.8 branch to the other runtimes ASAP. Sorry for the trouble!

It has been fixed for the spine-unity runtime as well now.
A new 3.8 unitypackage is available for download here as usual:
Spine Unity Download

Thanks for reporting!

Harald написал

It has been fixed for the spine-unity runtime as well now.
A new 3.8 unitypackage is available for download here as usual:
http://esotericsoftware.com/spine-unity-download

Thanks for reporting!

Thank you for your answer!