namquang93

  • 2 de May de 2018
  • Se unió 29 de Jun de 2016
  • I thought spine animation is independent from timescale/frame rate ? I've done some googles and in this topic, someone said that "30 frames would still take one second to play back". As far as I understand, the lower fps, the higher value of Time.deltaTime parsed into SkeletonAnimation.Update(float), which makes the animation advances faster.

  • My game runs normally at 55-60 fps. But on old devices, when there are too many enemies, the frame rate drops down to 40-45 fps. In those cases, I notice that all spine animations are played slower than normal. I'm not sure if it is how it works, or that is a problem caused by me, because in a different project run by my coworker, the game runs at lower frame rate, usually around 35-40 fps, but the animation speed is just the same as it is in spine editor. Both my project and their one got Application.targetFrameRate set to 60.

  • But can I make a new skin and set attachments for that skin from script ? I'm studying CustomSkin.cs but it seems copy skin data from original skeletondata asset instead of create a new skin.

  • I'm trying to use SpriteAttacher to attach a sprite "new_sword" into the "weapon" slot. At first, during animation "attack", slot "weapon" only has 1 attachment "original_sword", I can create a new attachment from "new_sword" and then attach it to slot "weapon". But now, my "attack" animation is more complicated. During first 10 frames, slot "weapon" is attached with "original_sword" and in last 10 frames, it is attached with "original_sword_2". How can attach 2 new sprites: "new_sword" and "new_sword_2" corresponding to first 10 and last 10 frames of that animation ?

  • Hello. I'm working on a game in Unity3D which has a semi-transparent effect on spine animation. In order to make it semi-transparent, I set the alpha of skeleton to 0.5

    skeletonAnimation.skeleton.A = 0.4f;

    As you can see, each of the submesh is semi-transparent, which make them overlaps each others and the animation looks ugly. How can I have them semi-transparent, but still be able to hide the underneath submeshes ?

    Here is a similar problem without using spine:

    https://forum.unity3d.com/threads/transparent-depth-shader-good-for-ghosts.149511/
  • I'm using Spine 3.3.05 for animations in Unity. Yesterday I accidently upgraded Spine to new version (3.3.05) and re-export, re-import new generated json to animation in Unity. After then all the meshes are gone. None of them is working. While the old animations meshes are still working fine.

    I've tried upgrade spine runtime to latest version from github, but the problem is still exist. And old animations are not working anymore, throw an error about "flipX" and "flipY" is not supported any more. Please help me to fix the meshes problem.