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NMF

- 27 ноя 2014
- Регистрация: 27 июн 2014
Hello fellow Spiners!
So, I'm using Spine to animate a mobile game and I was wondering what's the limit of bones & vertices (meshes), per character, when exporting from Spine to Unity?
I read in Unity Help that, usually, we should keep characters under 30 bones for good mobile performance. But since this is relative to a 3Dimensional game, the number of vertices per character will be much higher than when working with a 2D mesh.Also, does anyone know if this is only an issue while the character is on screen or is it always drawing power from the processor/graphics card since the moment the level is loaded?
Thanks in advance to all who might "waste" their time helping me. :yes:
P.S. - If you want you can check our game's website here: www.beetlesland.net
Cheers,
NunoAfter I updated Spine it started crashing when I went to Animation Mode. Only way I got it to work was to go use version 2.0.22.
Hello there,
I don't know if this is the right place to be posting this but, when we import the JSON from Photoshop (Layer to PNG Script) so the character's PNGs stay in the same position, wouldn't it be smart to make Spine add Joints above the Slots instead of just Slots above the Images? I don't know much about programming so just say if this is complicated.Cheers!
- Nate написал
Fixed in 1.8.42. Thanks for the report!
I tryed this right now and the same thing happened. The duplicated bones continue attached to the original image/mesh.
Am I doing something wrong?
Hello guys!
Today I noticed that when I uncheck "Ignore hidden layers" in the photoshop scrip it doesn't stop ignoring them. Does anyone know if I'm doing something wrong?
Thanks!