Perfect, thank you!
Guts

- 30 июл 2023
- Регистрация: 19 авг 2013
I recently reinstalled Spine and I can't find any smoothing options to turn off so that my pixel art can look normal again. I turned off linear Anti-Aliasing and Interlace Linear Filtering, but still have pixel art that looks like the image below.
Thanks for the info!
Simple question (hopefully):
How can I access and edit an outline material's outline color at runtime?
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Currently I'm using the [Universal Render Pipeleine/2D/Skeleton Lit] shader, as it seems to be the only one that works with lighting in URP.
From my research, tint black is not available on this shader. What are some possible methods that I can use to flash skeletons to other solid colors? (not simply tinting darker, but instead brightening to solid white or bright orange for example)
Thanks
Final Animation:
The process:
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Ok, so I found what my issue was. My skeleton ghost component has manual inspector assignments for SkeletonRenderer, MeshRenderer, and MeshFilter (I keep the ghost on a different game object than the skeleton). Those were still pointing to the main parent skeleton. Once I updated those assignments to use one of the child "part" skeletons, it began working again. Thank you for the help Harald!
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I was using a couple ghost renderers for my skeleton, but once I added a Skeleton Render Separator to the skeleton, the skeleton renderer on the ghost render object lost the reference to the skeleton data, and I'm not able to re-assign that reference. Are these two features unable to be used simultaneously, or is there some workaround I'm unaware of?
Forgive me, but I've always been terrible with shaders. I see that there's been an Outline-only shader added for URP. Is this to be used in conjunction with the normal shaders in order to add an outline, or am I going down the wrong path here?
Thanks for the reply, Harald. The parent object transform of the skeleton has been scaled. Could that be causing it?
I've noticed that Ragdoll2D will add an offset to all my skeleton pieces if the skeleton has been scaled, resulting in limbs looking like they're floating all over the place. The boxColliders still look normal, but the graphics are offset. Is this known behavior, and is there a workaround?
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When blending back to the idle animation, the arm bone is just slightly over 180 rotation, so it bends backwards in an unnatural way. Is there a way in the API to force a blend direction for a bone? If not, what is the suggested solution? I'm sure this is very common.
Works perfectly now. Thank you for the quick update!
I've deleted and re-imported the runtime, issue persists. It's also affecting the sample skeletons as seen below, so the issue is definitely not with the editor or exported files.
Versions are: Editor 3.8.42, Runtime 3.8, Unity 2019.1.8f