• Unity
  • Wrong Position of Bounding Box

Good day. I observed that there are instances wherein the bounding box location of the SkeletonAnimation is different from the SkeletonDataAsset. Please see my attached files.

The preview in the SkeletonDataAsset is showing the correct position but not in the SkeletonAnimation. Any suggestions on how to resolve this? Thank you very much.

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  • Editado

Did you also add a bone follower?

Nope. Just a Bounding Box Follower. Just another note, my previous skeleton animation have correct bounding box positions. Can't find an immediate difference with this one.

Add a bone follower using the Add Bone Follower button in the bounding box follower inspector or use skeleton utility to accomplish the same.

Sorry for the late reply. I tried adding a bone follower as you've suggested but it still doesn't work. Another info I can share is that the bounding box is attached to the root bone. The bounding box should be static regardless of the animation.

Sorry... add a CHILD object (blank game object), then add BoundingBoxFollower to it, then add BoneFollower using the "Add Bone Follower" button.

https://youtu.be/boIJm1o8Pkw?t=224 (with time index to the important part)
^ see my tutorial video here.

^ or here for more detail and alternate methods.

Sorry for the bother but I tried the above approach but still the same result 🙁

Here's a sample of a SkeletonAnimation that works just fine. Not sure what is the difference.

Sigh heh. Send the dragon .json .atlas.txt and preferably the .png's associated with it to unity@esotericsoftware.com please - I'll take a look at it when i can 🙂

Okay. Just when we're about to prepare the things to send, our animator realized the difference. He flipped the x-pos of the root bone. After adding a child bone to flip it instead. The bounds are placed in the right position. You might want to take a look this if this is the intended behaviour. Thank you very much for the assistance.

Ah. Bone Follower doesn't understand Flip 🙁

Skeleton Utility does though!