• Bugs
  • [Unity?] Runtime weird bug

Hi!

I think I've found a weird bug, I don't know exactly if it's an exclusive Unity runtime bug.

Spine-runtime version used: lastest.
Unity version: 4.5.1 f3

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I have 2 skeletons in the same project, one for the back part (shadowed in the image), and another one for the front part.
I started building this using just one skeleton, and finally I splitted it in the two skeletons mentioned. The process was:

  • I've duplicated the skeleton (to create the back skeleton).
  • I deleted the back part slot from the front skeleton.
  • I deleted the front part slots from the back skeleton.

When I export the skeletons and I import them in Unity I get this:

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The back skeleton is ok, but the front skeleton is crazy.
If instead of removing the back slot from the front skeleton I hide it, the result is perfect.

NOTE: In both skeletons there are no bones, just the root bone.

I can send the project and the exported files if you need them.

Thanks in advance.

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Looks like bad UVs.

Did you check the png file's import settings?
Is the png larger than 1024 pixels high or wide but is getting scaled down to 1024?
Are these two different skeletons also two different atlases?

Hi Pharan! 🙂

There are two atlases, one for each skeleton, and both are correctly configured inside unity :S

And are you testing for a specific platform? Android? iOS?
iOS testing breaks non-square, non-POT atlases if your png isn't set to TrueColor(uncompressed).

And were the Spine files generated automatically?

No, I'm targeting Windows 7.

Firstly, I was using an outdated Spine runtime without automatic generation, I tried the manual import several times and then, I updated the runtimes to the latest version and I tried to import the skeleton using automatic generation, but the problem persists.

Should I try to do a manual import with the latest runtime anyway?

Thank you for your help Pharan 🙂

Wat lol...

Would you mind sharing your exported files? (don't need Spine source) Would love to repro and solve this, or detect it if its a repeatable case using the auto importer.

You sure they're configured correctly?

This seems to look OK to me.

Also keep in mind lots of Android and iOS devices will choke on 2048's either way

edit wtf windows Snipping tool doesnt keep highlights in JPG mode.... whatever...

Take note of the Max Size field.

Mitch I recommend using ShareX for when you need to post a screenshot, you can edit the images before it uploads automatically to whatever image hosting site you prefer.

Shiu написал

Mitch I recommend using ShareX for when you need to post a screenshot, you can edit the images before it uploads automatically to whatever image hosting site you prefer.

Way too lazy.

Yes, I had configured the max size to 2048 too.

We've repeated all the entire process, exporting with Spine and then importing into Unity, manually, and now it works.

This is a paranormal event, the other day I imported these skeletons over 20 times without success :drunk:, I tested every configuration (shaders, filters, image formats, sizes, compression, true color,...) possibilities in my desperation.

It seems that one more time the solution was...a reset U_U

Thank you for your help 🙂

karlozalb написал

Yes, I had configured the max size to 2048 too.

We've repeated all the entire process, exporting with Spine and then importing into Unity, manually, and now it works.

This is a paranormal event, the other day I imported these skeletons over 20 times without success :drunk:, I tested every configuration (shaders, filters, image formats, sizes, compression, true color,...) possibilities in my desperation.

It seems that one more time the solution was...a reset U_U

Thank you for your help 🙂

Err, just to be clear, I had to set the Texture Size to 2048, then click Reimport on the JSON file or it would come in messed up.

Yep! but if I change the size setting, and then I press play. Do I need to do a reimport anyway?