With runtime version 3.8, I used the example's approach and found that replacing the skin with an external Sprite did not work on the UI ,
I hope the engineer can solve it as soon as possible. Thank you very much
The Spine function in Unity doesn't work. I found a BUG
This method is effective on non-UI skeleton, and I looked at the source code and found the problem, my technical ability is not enough to fix, very sorry
Hello, I have checked the API and found the solution. I can check Multiple CanvasRenderers mode. I feel very comfortable
But I still want to ask is this the best option, is there a better way to load a new texture image on the UI
Summer But I still want to ask is this the best option, is there a better way to load a new texture image on the UI
Very glad to hear you've figured it out! When using SkeletonGraphic
, as soon as you are using more than one material (atlas texture), you need to enable Multiple CanvasRenderers
. This is described here in the documentation, in the Important Note notebox.
So when combining attachments from more than one texture (or material), you must either:
- a) Repack the combined skin (as shown in the
Mix and Match
example scene, at theSkeletonGraphic (spineboy-unity)
object in theMixAndMatchGraphic
script); or - b) Enable
Advanced - Multiple CanvasRenderers
at theSkeletonGraphic
component.
I wonder if it is possible to combine multiple post images into one material. I would be very grateful if you could reply me
I wonder if it is possible to combine multiple post images into one material. I would be very grateful if you could reply me
That should be what Harald has already responded to: repacking the skins. If you have not yet read the "Runtime Repacking" section of the spine-unity documentation, please check it first:
http://esotericsoftware.com/spine-unity#Combining-Skins
If for some reason this is not applicable to your project, please elaborate on the details of the reason.