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Prefab versioning causes mayhem.
I should probably do some major overhaul of my character, but for now, fixing this is first.
I have a player character as a prefab and updated it via versioning system.
What changed was all the spineUnity scripts(ie: skeletonAnimator) were unlinked from the prefab's components.
I've manually put them back to the broken prefab, however, unity still yells at me saying: The associated script cannot be loaded. I then checked through character data files and found file Player atlas_Atlas file was the only different thing than the working original prefab. Where working prefab's atlas_Atlas has 'atlas.atlas.txt' connected the broken one has 'AtlasAsset' script from Spine-unity Asset Types folder, and I cannot re-link the atlas.atlas.txt to it.
My Unity version is 5.6.0f3
What do you mean by "updated it via versioning system"?
As long as you updated it according to how Unity likes its assets to be updated (unitypackages, or straight up files with their meta file/guid info intact), it should work fine.
If you are sharing a project with someone else and they didn't do the above, things can break when you start recombining your assets.
Pharan escribióWhat do you mean by "updated it via versioning system"?
As long as you updated it according to how Unity likes its assets to be updated (unitypackages, or straight up files with their meta file/guid info intact), it should work fine.
If you are sharing a project with someone else and they didn't do the above, things can break when you start recombining your assets.
For instance, I'm using Perforce for our project as the version control system. Whenever the skeletonAnimator prefab goes through Perforce it breaks a whole lot of spineUnity scripts connections. I've managed to restore them for now, but if this occurs repeatedly I think I need to change something... That something, I'm not sure what for now... Perhaps there's some more proper way of setting this up?
You need to keep an eye on those .meta files. They might be hidden and not being included in your version control so it might keep breaking. Or your version control might be destroying the information in the meta files, or the files themselves.
This is true for any UnityEngine serialized asset or component. Not just Spine stuff. It just might have happened that meta files between users of specific scripts may have had a different setup.
Pharan escribióYou need to keep an eye on those .meta files. They might be hidden and not being included in your version control so it might keep breaking. Or your version control might be destroying the information in the meta files, or the files themselves.
This is true for any UnityEngine serialized asset or component. Not just Spine stuff. It just might have happened that meta files between users of specific scripts may have had a different setup.
Meta file, gotcha. Since somewhen I omitted to update the meta file when updating changes of a prefab through my version control. I'll fix that.
Anyways, I've been kept away from working with Spine for a long while now. The other scripting tasks kept me really busy; a lot to catch up. How are we doing on mecanim implementation? Is animation control in Unity sill better with hard-coding than mecanim and other FSM sorts?