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  • Tinting attachments on individual objects

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I have some simple assets that are made up of a few shapes with a solid colour (e.g. a bush).
I would like to have variations of these assets that have different colours.

What is the best way to achieve this?

I feel like what I want is to create the asset with all of the colours being white then to tint each of the attachments in unity to get the colours that I want.

When I try to do this I am finding that setting the colour of one bush will set the colour of all bushes. I need to be able to have a few different colours on screen at once.

If I tint the whole skeleton I find that I can do it individually but this doesn't give me enough control of the attachment colours.

If I tint the slots instead of the attachments it seems to work as I want but I am hesitant to use slots as they can be keyframed.

I haven't tried using skins as this seems like it will generate extra textures which isn't ideal.

Is there anyway to set the attachment colours individually? Or is there a better solution?

edit- Obviously I would like to retain batching as well.

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To achieve individual tinting of attachments without affecting all instances of the same attachment, you can follow these steps:

  1. Clone Attachments: When you want to tint an attachment, create a clone of the attachment first. This way, you can modify the color of the clone without affecting other instances of the same attachment.

  2. Set Attachment Colors: Use the cloned attachment and set its color as needed. This ensures that each instance can have its own unique color.

Here is an example of how you can achieve this in Unity:

using System.Collections;
using UnityEngine;
using Spine;
using Spine.Unity;
using Spine.Unity.Modules.AttachmentTools;

public class SetAttachmentColorTest : MonoBehaviour {

   SkeletonAnimation skeletonAnimation;

   IEnumerator Start () {
      skeletonAnimation = this.GetComponent<SkeletonAnimation>();

      int slotIndex = skeletonAnimation.Skeleton.FindSlotIndex("left hand item");
      Attachment attachment = skeletonAnimation.Skeleton.GetAttachment(slotIndex, "spear");

      // Clone the attachment to avoid affecting all instances
      Attachment coloredClone = attachment.GetClone(false);

      var slot = skeletonAnimation.Skeleton.Slots.Items[slotIndex];
      slot.Attachment = coloredClone;

      // Set the color of the cloned attachment
      ChangeAttachmentColor(coloredClone, Color.red);

      yield return new WaitForSeconds(1);

      ChangeAttachmentColor(coloredClone, Color.green);
   }

   void ChangeAttachmentColor(Attachment attachment, Color color) {
      RegionAttachment regionAttachment = attachment as RegionAttachment;
      if (regionAttachment != null) {
         regionAttachment.SetColor(color);
      }
      MeshAttachment meshAttachment = attachment as MeshAttachment;
      if (meshAttachment != null) {
         meshAttachment.SetColor(color);
      }
   }
}

Key Points:

  • Cloning Attachments: By cloning the attachment, you ensure that changes to the color do not affect other instances of the same attachment.
  • Setting Colors: Use the SetColor method on the cloned attachment to apply the desired color.

This approach allows you to have multiple instances of the same attachment with different colors on screen simultaneously without generating extra textures or using skins.

How does cloning attachments effect batching?

  • Harald ответили на это сообщение.

    Also, that code doesn't seem to compile.

    There doesn't seem to be a GetClone function.

    • Harald ответили на это сообщение.

      JDBB Also, that code doesn't seem to compile.

      There doesn't seem to be a GetClone function.

      Sorry, Spinebot might have referenced an older version of the spine-unity runtime.
      spine-unity 4.2 provides Attachment.Copy();.

      JDBB How does cloning attachments effect batching?

      It does not affect batching. Also changing skeleton and attachment colors will affect vertex data only, so will not break batching.

      • JDBB оценил это.

      Seems to be working great, thanks for the help