ricna

  • 18 de Dic de 2024
  • Se unió 17 de Feb de 2023
  • Spinebot

    Spinebot Set Slots to Setup Pose: After setting a new skin, you might need to call skeleton.SetSlotsToSetupPose() to ensure that the slots are updated to the new skin's attachments. This is a common step to ensure that the new skin's attachments are correctly applied.

    Was missing this step! The skeleton.SetSlotsToSetupPose() did the magic.Thanks!

  • When trying to change, in runtime, from a skin named football-helmet to another skin named football, nothing happens. If I change it from default to football works... That's some bug or something I'm missing?

  • Hi there! I'm trying to find a way to reload the SkeletonDataAsset from my script.
    When I press the Reload button I can solve the issue I'm having after to use the SkeletonRagdoll.

    I'm calling the Remove() to back to the previous behaviour of my character, but in some cases the rotation of the mesh is wrong after removing the ragdoll. The only way I found to fix it was reloading the SkeletonDataAsset, but I can't find a way to call it from script.
    There's some way to call it or there's some better way to fix my problem?

    Thank you!

  • Hey! I found the solution here!

    BoneFollower that what I was looking for! I knew was some component <3

    SOLVED

  • Hello guys!
    I'm trying to fix a issue with collisions in the game i'm working on, and I'm not finding a solution.

    We have an Enemy wich has an Arm with 2 bones. This arm moves to hit throw projectiles, and also is the target of our Player. So when the arm is shooting there's an animation...

    The issue is pretty obvious: How to track the position of the bone to update the position of some Collider2D?
    I tried adding a Collider2D in the correct bone using the SkeletonRendererSeparator, but the position didn't change, so the Collider still in the same place.
    There's some component to track the bone position while runing some animation? How to fix it?

    This is a really important issue, because the whole system seems useless if we can't track the real bone position to detect a collision while runing some animation. Probably already exist some component to solve it or I'm just missing some configuration, I hope.

    Thank you in advance!

  • Harald Hi Harald! Thanks for you attention.

    So, the content of the version.txt is

    This Spine-Unity runtime works with data exported from Spine Editor version: 3.8.xx
    Package version: spine-unity-3.8-2020-06-08.unitypackage

    In general the SkeletonRagdoll2D component only generates a hierarchy of linked Rigidbody2D GameObjects, just with some initial properties and sizes matching the bone hierarchy. The simulation of the rigidbodies is performed by Unity physics.

    Yeah, I got this, but anyway seems that something maybe is interfering in the behaviour? Because is a random behaviour. The game is a platformer 2D, and when you hit an enemy the death calls the ragdoll.Apply() and then the code add some Impulse considering the hit direction... In most cases everything is ok, but sometimes (and now more often) the ragdoll move too fast as if there is a lot of collision between the bones then the whole character deforms streching the mesh while the movement of the bones are fast in opposite directions.

    Could you send us a minimal Unity project that still shows your issues? You can send it as a zip package to contact@esotericsoftware.com, briefly mentioning this forum thread URL so that we know the context, then we can have a look at it.

    The project is not mine and is huge. I'll need to ask persmission to send something, and I'm not sure how to recreate the same issue in another project. Maybe the problem is not the Spine, but I need to eliminate the possibilities.

    My guess is that is some conflict with versions, because the update mentioned is about the Unity. They where using a old version and when I start working in the project I started to update the Unity. So the mainly update is the Unity itself.

    Should I update the Spine package to get this more safety? The problem is the artist will have too much work to recreate all the Characters and re-export all characters (theres a lot of characters).

    What do you suggest?

    Thank you again

  • Hi... I'm still strugling with this issue. Cn anyone help?

    Thanks 🙂

  • Hi everyone!
    So, I'm new using the Spine, in fact I'm not a user of the Spine itself... I'm a programmer and I'm just trying to solve an issue with Unity.

    After some updates I just don't know why our characters are getting a very weird behaviour when enabling the ragdoll. Sometimes the bevhaviour is as expected, but sometimes the character/humanoid just start to "explode" moving too fast and deforming the mesh. With a smaller value of "Mass Falloff Factor" the issue occurs less often, but still happens and the result is not cool because the character seems to rigidy.

    I found in another post (https://zh.esotericsoftware.com/forum/d/16633-spine-2d-ragdoll-constraints/3) a possible solution for the isssue commenting the "#define HINGE_JOINT_NEW_BEHAVIOUR"... But the issue still happens.

    I'm out of ideas to solve the problem.
    The Unity is the 2021.3.9 and the Spine (used by the artist is the 3.8.95)

    I'll appreciate a lot some help here. Thank you very much <3