• RuntimesUnityBugs
  • Unity Runtime 4.0 IK Constraints only work 1 time EVER

So we have a single ik constraint for a rope and we set it to a position and it goes to that position, it's very simple. And it only works when we freshly import the asset. After that, one playthrough in the editor and it's toast. The ik constraint can NEVER be moved or manipulated ever again. LITERALLY EVER. I don't know how to debug this. It just seems so obscure. I have set up test scripts to straight up just have it repeatedly follow a transform. It will work 1 time and then after that... It WILL NOT EVER AGAIN. It will not work at all. No errors, nothing. Zippo.

Any help would be greatly appreciated, thank you

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@DTDT It seems like you're modifying SkeletonData which is shared across all instances, instead of modifying the instance's data.

We highly recommend reading the documentation about the general Spine runtime basics:
http://esotericsoftware.com/spine-runtime-architecture
http://esotericsoftware.com/spine-runtime-architecture#Data-objects
Thereafter, we recommend checking out the spine-unity documentation and the example scenes that come with the spine-unity runtime (located in Spine Examples/Getting Started and Spine Examples/Other Examples).
https://esotericsoftware.com/spine-unity#spine-unity-Runtime-Documentation

  • DTDT ответили на это сообщение.

    Harald Thank you, yes I realized that the skeletonutilitybone would resolve my issues. Thank you for pointing out about the shared skeletondata as I often forget that it does not create an instance by default.

    • Harald ответили на это сообщение.

      Glad it helped, thanks for letting us know.

      DTDT as I often forget that it does not create an instance by default.

      You perhaps meant something different, just mentioning to prevent subsequent issues later on:
      The instance is already available at skeletonAnimation.Skeleton. You don't ever want to create a new instance object (which would then need to be hooked up at the SkeletonRenderer again).