overcrafted

  • 16 апр 2021
  • Регистрация: 29 июл 2019

    oh yes you are right. I'm sorry it's not a bug my bad.

    • Изменено

    I'm using Spine version 3.8.99. The bug is easily replicable

    1. Add image to scene
    2. Create bone
    3. Parent bone to image
    4. Set x or y scale of the bone to the opposite / flip the bone.

    Result:
    Attachement is still there but not visible anymore.

    Comment:
    On previous version of spine there was no such issue. It's a new bug.

    Thank you

    • Изменено

    When adding multiple attachments to an already existing slot with attachment I was expecting that the new inserted attachments would share the same coordinates as the existing attachment in the slot.

    Is this possible ? I have 800+ items to fill in multiple slots. Right now I would need to go through each attachment and set the coordinates manually to match the first attachment in the slot.

    Just to further clarify: All attachments when selected together and then dragged into the bone or slot share the same coordinates. This is nice. Now maybe it is intended but my expectation was that once an attachment is inside the slot all attachments added afterwards to this same slot would by default share the same coordinates as the previous attachment in the slot. Is there a way to this?

    Thanks alot.

    Thank you that solved the problem. 🙂

    • Изменено

    I have a character which I want to import to Unity. When I do so a dialog pops up showing me that certain images in the spine project are missing. When I delete these images inside spine and then try to import to Unity the import works without any problem.

    I reduced my project to one of the image causing the problem and made an example project. With only 1 image in the project the missing image error still appears after an import attempt in Unity. Test files attached. See video below:

    Is there a fix to this?

    Thank you


    Unity version : 2019.2.17f1
    Spine version: 3.8.79
    SpineUnity: 3.8

    Got it, that makes perfect sense..
    However I tried with spine-unity runtime version 3.8 and it still didn't work.

    I then reinstalled unity. The version I am using now is 2019.2 because the previous version I was using had the tag "alpha" on it.
    That seemed to solve the crash issue but this time it prompts a dialog saying "Could not automatically set the AtlasAsset". Of course I tried to set it manually afterwards but that didn't solve it either.

    And when I put the skeletondata asset on the slot for skeletonanimation it outputs error message that the skeletondata has error.

    I am not doing anything different than before. What has changed are the versions of spine and unity. If I give you one of my projects would you be able to check out what I am doing wrong so I can fix the other projects?

    Hi thanks for reaching out

    Spine 3.8.52
    Spine-Unity runtime 3.7
    Unity 2019.3.0a2

    • Изменено

    I am not sure if this is a spine error or an unity issue. So basically I am just doing what I have done dozens of times before when importing my characters to unity. The only difference is that I am now using unity 2019 and before I have used 2018

    I export my spine project as json. This outputs 3 files. Then I import these files to unity. Since the spine plugin (http://esotericsoftware.com/spine-unity-download) tries to create all the necessary files unity crashes here as I import.

    The error message from Unity is

    guid is uninitialized.
    UnityEditorInternal.InternalEditorUtility😛rojectWindowDrag(HierarchyProperty,Boolean)
    UnityEngine.GUIUtility😛rocessEvent(Int32,IntPtr)

    Is there a way to fix this issue? What can I do?