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  • [Unity RT bug?] Differents slots with same texture region

Hi all!

I'm not sure if this is a bug. I'm doing some tests with Unity and I have this problem:

When I finally import my spine animation inside Unity, I get this:

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As you can see, left wing is missing (is exactly like the right wing, but x-flipped). Same for the left tube, and for the right thing behing the ship leg.

I unchecked the alias option when exporting atlas in Spine, but I get the same result.

Am I doing something wrong?

Thanks in advance

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I don't know what is it, by try to switch to wireframe in scene view, it will show you the mesh, and maybe you will find missed item. at least position.

Thank you nicloay 🙂

Look!

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This is really weird, It's like all the left side of the ship were "broken". Missing and misplaced meshes :S

could you show your exported json file. please.

I don't know what is that, hopes that spine author will hep you quickly.
But seems that your slots is ok.
I've tried to export your model with my own exporter(it's not ready yiet) and it show me correct structure.

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Thank you nicloay, I'll do a post in the bugs section then, this is really weird.

No need for another thread, this one will suffice. 🙂

It looks like a bug in the Unity runtime. What shader are you using? Does it have "Cull Off"? If you use a perspective camera to veiw the back side of the spaceship, do you see your parts then?

nicloay, are you building your own Unity runtime?

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Nate написал

It looks like a bug in the Unity runtime. What shader are you using? Does it have "Cull Off"? If you use a perspective camera to veiw the back side of the spaceship, do you see your parts then?

May be you will take a look at this issue more carefully. I think wireframe at least should show generated mesh, even if you don't have any material or any shader on it. And first screenshot doesn't show some part of result mesh.

here is what i've get.

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Nate написал

nicloay, are you building your own Unity runtime?

Yes, i do. I will show you it when I done.

upd (after following karlozalb comment ). Nate Sorry man, i was wrong about wireframe. my bad.

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Left: front side - Right: back side

You're right Nate! The missing parts are hidden in the dark(back) side!

I'm using Unlit/Transparent shader, but the error persists using Transparent/Diffuse, and looking into the shader code, I don't see cull-off enabled.

Is Unity rendering x-flipped things reversed (and probably y-flipped things too)?? :S Can I do something to fix this?

Thanks in advance.

If you're not averse to the idea, you should try using the Spine\Skeleton shader that comes with the Spine-Unity runtime.

It's a premultiplied alpha blended shader with face culling and depth buffer writing turned off. I'd say it's pretty standard for 2D stuff.

If you're not averse to the idea, you should try using the Spine\Skeleton shader that comes with the Spine-Unity runtime.

It's a premultiplied alpha blended shader with face culling and depth buffer writing turned off. I'd say it's pretty standard for 2D stuff.

Thank you pharan!!! It looks good now with the Spine/Skeleton shader 🙂. But, I'm confused, I imported other spine files (without flipped regions) into Unity without problems, and using the Transparent/Diffuse shader.

Flipping in one direction make the back side of the geometry face the camera. If your shader has back face culling enabled, this geometry won't be drawn. You can modify your shader or use one of the shaders that comes with Spine.