• RuntimesUnity
  • Spine Multiple PNG atlas issue

i am using multiple png atlas, also using multiple canvas renderer. everything is ok. but when i tried to reach initial skin name of Skeleton Graphic it always return pre set inital skin name not runtime. in runtime i cannot access the initial skin name of skeleton graphics

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The issue you're experiencing with accessing the initial skin name of a SkeletonGraphic component in Unity is likely related to how the SkeletonGraphic component handles skins and atlas textures. By default, SkeletonGraphic is limited to a single atlas texture, but you mentioned that you are using multiple canvas renderers, which is a workaround to support multiple atlas textures. However, this setup might not fully support all runtime operations, such as accessing the initial skin name dynamically.

To address this, ensure that your Spine and Unity setup is correctly configured to handle multiple atlas pages. You might need to check if the Advanced - Multiple CanvasRenderers option is enabled in the SkeletonGraphic component's inspector. This option allows the use of multiple atlas textures but can have performance implications. If accessing the initial skin name at runtime is crucial, consider using the SkeletonAnimation component instead, which might offer more flexibility for runtime operations.

For more detailed guidance, you can refer to the Spine Unity Documentation and ensure your Spine-Unity runtime is up to date.

@meanwhile I'm not sure I understand your question correctly. If you mean that you want to get the active skin's name, then don't access initialSkinName, that's the initial skin name used only when initialized. Access SkeletonGraphic.Skeleton.Skin and Skin.name instead.

  • meanwhile ответили на это сообщение.

    Harald thank you i'll try.