• Unity
  • Spine timeline plugin for 2019.1

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https://github.com/5argon/SpineTimeline

I have immediate need to animate my SkeletonGraphic and couldn't wait for the official one, so over the past week I made some custom tracks that could animate it and I thought someone may need it.

A per-track AnimationState is cleared out and remade on every evaluation, that may make it not as efficient but in exchange allow deterministic timeline scrubbing in edit mode. During the duration the original AnimationState is frozen and the timeline try to keep it from taking effect.

The clip could use all extrapolation modes, speed modifier, and looping. Unlike the official it is not going to be backward compatible with 2018.3/4, but you could use markers to flip and set animations. In the gif, unlike the official timeline implementation each clip is a sampled state and not a command, thus when timeline ended it would reset to setup pose. The marker at the final frame instead take this task and make the skeleton continue an animation after the timeline. Enjoy.

Thanks very much for sharing this Sargon, very much appreciated! Other users will be very happy about this!

Thanks for sharing this! Really need spine-timeline feature, especially marks & signals.
I'm going to upgrade my unity to the timeline signals version, to get rid of asking whether my timeline is over everyframe.

Looks great, congrats !

Do you plan to add features like be able to specify a track index, play more than once animation at the same times etc. ?

bali33 escribió

Looks great, congrats !

Do you plan to add features like be able to specify a track index, play more than once animation at the same times etc. ?

Well, since my game doesn't need to mix animation it is unlikely to be soon : P

But the track index is already serialized on each track if you click to inspect it, in the case if you want to add that feature you can do so from that variable.

un año más tarde

We can gladly announce that Timeline support for SkeletonGraphic along with multi-track preview (multi-track scrubbing) in the Editor has finally arrived! Thanks again @Sargon for sharing your implementation for SkeltonGraphic in the meantime!

The new 3.8 UPM package is available for download here as usual:
Spine Unity Download

Hope you like it!

4 días más tarde
IndieDoroid escribió

By any chance, will there be support for 2020.1 ?

Yes, of course there will be! Some issues are remaining, but we are working on it.

IndieDoroid escribió

This is probably a long shot. But does Spine work with Unity Recorder? I tried, but had no luck :wounded:

While I haven't tried it out yet, I'm afraid that this will only be able to record component parameters, so it will not be too useful for Spine components yet.

Harald escribió

Yes, of course there will be! Some issues are remaining, but we are working on it.

Awesome! Can't wait.

I tried Recorder and it might not be worth the effort? On my Ryzen 7 RTX 2060, laptop, the FPS drops to like 15 during recording.. and that's without any scene elements. Just a spine character running around a greybox level.

But anyways it's an interesting idea that Unity is trying.

I wasn't able to export the animation clip into Timeline for the obvious reasons, so I don't even know how well that other part of the pipeline would work. For now I'll just have to hand key frame each timeline action, but it's already a better solution than what we had in the past! 🙂