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  • Error reading skeleton JSON

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Hi Harald,

I updated the Spine Runtimes on Unity to match the latest Spine Autoupdate.
Spine-Unity 3.8 runtime unitypackage: DOWNLOAD : spine-unity 3.8 2019-08-05

Now all my spine assets are broken, about 19 for now. Is there a quick way to fix this besides re-exporting all my 3.7 Spine characters? :scared:

It's not that many characters at the moment, but in the future when I have like 50+ characters, how should we handle big Spine updates that cause similar Unity errors?

Hi,

IndieDoroid escribió

Is there a quick way to fix this besides re-exporting all my 3.7 Spine characters? :scared:

We are sorry for the troubles.

Please note that the Spine-Unity runtime version (e.g. 3.7) has to match the Spine Editor version (e.g. 3.7.93) which was used to export your skeleton files. When major+minor version numbers do not match (3.7 assets vs 3.8 spine-unity runtime) as in your case, import in Unity will fail due to format incompatibility.

You can use batch-export to re-export all your skeletons quickly via the command line interface:
Export - Spine User Guide: Command line

Apart from re-exporting I see no way to make the 3.7 assets usable in the Spine-Unity 3.8 runtime, sorry.
In case you don't have the original project files any more, you can still use Import Data.. to import the 3.7 assets in Spine and re-export them.

If you want to stick to 3.7 assets, I fear there is no way apart from using the Spine-Unity 3.7 runtime - we do not recommend that in your case however.


I have created a Spine 3.7 to 3.8 upgrade guide here:
Spine-Unity 3.7 to 3.8 Upgrade Guide

Hope it saves you some troubles!

Harald escribió

Hi,

IndieDoroid escribió

Is there a quick way to fix this besides re-exporting all my 3.7 Spine characters? :scared:

We are sorry for the troubles.

Please note that the Spine-Unity runtime version (e.g. 3.7) has to match the Spine Editor version (e.g. 3.7.93) which was used to export your skeleton files. When major+minor version numbers do not match (3.7 assets vs 3.8 spine-unity runtime) as in your case, import in Unity will fail due to format incompatibility.

You can use batch-export to re-export all your skeletons quickly via the command line interface:
Export - Spine User Guide: Command line

Apart from re-exporting I see no way to make the 3.7 assets usable in the Spine-Unity 3.8 runtime, sorry.
In case you don't have the original project files any more, you can still use Import Data.. to import the 3.7 assets in Spine and re-export them.

If you want to stick to 3.7 assets, I fear there is no way apart from using the Spine-Unity 3.7 runtime - we do not recommend that in your case however.


I have created a Spine 3.7 to 3.8 upgrade guide here:
Spine-Unity 3.7 to 3.8 Upgrade Guide

Hope it saves you some troubles!

Thanks @Harald.

Brings back memories of DOS batch scripting. Brain melts .. Alright I'll have to look into this when I get time. 🙂

I guess there isn't a roadmap task to create an export queueing function inside Spine eh? Where we can load particular projects into a batch list to be run at a later time? :nerd:

I wonder how many people are affected by this "Re-export all 20 animations" issue. Doesn't sound like a lot of people. :zipper:

IndieDoroid escribió

I guess there isn't a roadmap task to create an export queueing function inside Spine eh? Where we can load particular projects into a batch list to be run at a later time? :nerd:

I don't know of such a task, sorry. However, a batch script set up once will be even more comfortable, no need to fill any queues each time 😉.

Harald escribió
IndieDoroid escribió

I guess there isn't a roadmap task to create an export queueing function inside Spine eh? Where we can load particular projects into a batch list to be run at a later time? :nerd:

I don't know of such a task, sorry. However, a batch script set up once will be even more comfortable, no need to fill any queues each time 😉.

Yeah you got a point. Pain upfront versus pain later I guess. 🙂