megametx

  • 27 июн
  • Регистрация: 9 янв

    megametx First of all, I believe this is a bug that needs to be fixed, so I would like to understand how you encountered the problem.
    At least on my end, I have confirmed that changing the Timeline FPS reproduces the problem 100% of the time. Specifically, it can be reproduced by following these steps:

    1. Align the timeline bar with a frame where no sequence keys are recorded.
    2. Change the Timeline FPS in the Playback view.
    3. Change the selection.
    4. Select the sequence attachment again to confirm that the sequence key button is orange.
    5. Without moving the timeline bar, move any element to trigger auto key, and a key will be added to the sequence attachment.

    As a workaround, moving the timeline bar when the sequence key button is orange will resolve this issue. Once you move the timeline bar, the key button will return to green, and moving bones or attachments will not automatically add keys to the sequence.

    I suspect that if you have never changed the Timeline FPS, there may be other operations that are recognized as changes to the sequence. Therefore, I would like to identify operations that are mistakenly recognized as changes to the sequence. Could you recall what operations you were performing when you encountered this issue?

    • megametx ответили на это сообщение.
    • megametx оценил это.

      Newer versions of Spine can import JSON or binary data into a .spine project file via the CLI:
      https://esotericsoftware.com/spine-command-line-interface#Import
      You can then open or perform CLI exports of that .spine file with any newer version of the Spine editor.

      If the commands don't work with your older Spine version, then unfortunately the UI is the only way to do the import.

      @megametx Also the skeleton asset extension for binary has to be .skel.bytes, see the documentation here.

      If in doubt, you can always check the general export documentation for spine-unity here.

      megametx In the screenshot of the texture packer settings you showed us, the atlas extension is .atlas, did you change it to .atlas.txt before importing it into Unity? If you forgot to do this, this may be the cause of the error.

      • megametx ответили на это сообщение.
      • megametx оценил это.

        To disable Spine physics when interacting in Unity but keep it active for animations, you can adjust the Physics Inheritance settings in the SkeletonAnimation component. This allows you to prevent the physics constraints from being affected by the movement and rotation of the GameObject in the Unity Editor. You can set the Movement relative to parameter to a new parent GameObject that you want to move freely without causing physics movement. This way, the physics will only be applied during the animation itself and not during interactions in the Editor.