Jamez0r escribióPeterBacall escribióJamez0r escribióIs the weapon on the player's back a separate Sprite? I'm assuming its not part of the spine animation itself or else you wouldn't be using the Bone Follower. If its a Sprite can you add a script to it that checks if the Spine gameobject is flipped (checks your Y-rotation setup), and does whatever is needed to flip itself back to the correct orientation?
Thanks for the suggestion! I would have to uncheck "Follow rotation" in the bone follower to be able to apply my own rotation, but then it wouldn't rotate to the characters animations etc?
Really need to know if the weapon that goes on the player's back is a separate Sprite, and whether or not its on its own gameobject or not, and whether or not that gameobject is a child of the gameobject with the spine animation.
In my mind, the setup I'd imagine you having would be that the parent gameObject has the SkeletonAnimation, and then there is a child gameObject with a sprite and a BoneFollower. You flip the parent gameobject with your y-rotation, and now the sprite on the child gameObject is flipped upsidedown (incorrectly).
Can you counteract the upsidedown flip by setting the scale (on whichever axis is needed) on the child gameobject to negative?
Yes, that's exactly how I've setup, sorry for being unclear. Unfortunately I can't, the bone follower is trying to follow the set bone, so whatever value I try to counteract with the bone follower sets it back whatever values the set bone has, I'd have to override somehow (by unchecking "follow rotation"), but then (of course) it doesn't follow my animations rotation. Every suggestion is very appreciated
I've tried another setup where the secondary weapon is a spine skin, but then I'd have to do skins with their own meshes for the same weapon twice, and then for every weapon (one for the back, and one for the active one), this is because Spine doesn't let skins/linked meshes to go outside their slots. But I guess this would be the easier way of doing this?