Harald
I found the problem!
I had previously configured the code to swap Materials for about 0.1 seconds, but it didn't make a difference.
I was using a Skeleton Graphic Render Texture on an object created with SkeletonGraphic, so it didn't change (I used that component to make it disappear naturally when adjusting transparency).
When I accessed the quad of the SkeletonGraphicRenderTexture and replaced the Material in this area, it drew correctly.
I have an additional question.
If I use the SkeletonGraphicRenderTexture, does the SkeletonGraphic's Material not get applied?
Since the Material is not applied, there is a slight difference in the character drawn with and without the SkeletonGraphicRenderTexture component.
Do I need to manually assign a Material to it during initialization when I first create it?
Or am I using it incorrectly? My process is as follows
- create a SkeletonGraphic object
- add a SkeletonGraphicRenderTexture component.
- Set up the above object as a prefab.
- Instantiate and use it in the scene when needed.
We are using the above.
Should I use the SkeletonGraphicRenderTexture with enable=true only when needed, for example only for Fade In/Out.
Thanks for your help.
All questions are being translated using deepl.
There may be some strange translations. I apologize.