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Problem with scale skeleton with Unity runtime
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 написалIt 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-downloadThanks for reporting!
Thank you for your answer!