- Editado
wagenheimer

- 21 de Ago de 2015
- Se unió 10 de Feb de 2013
I have a single .spine file with multiple skeletons on it.
I tried to export it to unity, but something goes wrong. And I cannot import the resulting files on Unity.
But, if I delete all skeletons but one, and try to export again it works!
I think it seems to be a bug when exporting multiple skeletons.
Am I right?
Thanks
It worked! Compiled and working on Windows Store and Windows Phone.
Anybody please make a definitive fix for the official runtimes.
I think I was able to make it work!
I changed all #if WINDOWS_STOREAPP to #if NETFX_CORE and commented some code on SkeletonBinary.cs (BufferedStream seems to not exists on Windows Store)
/* using (var input = new BufferedStream(await folder.GetFileAsync(path).AsTask().ConfigureAwait(false))) { SkeletonData skeletonData = ReadSkeletonData(input); skeletonData.Name = Path.GetFileNameWithoutExtension(path); return skeletonData; } */ return null;
Not the recommended fix, but now I can compile! I will test the final result and report if it worked.
Hi spideboy!
Any success on making it work?
Hi!
Was you able to solve the Spine Unity Windows Store compilation problem?
Thanks!
4 months later, I downloaded all again from GitHub, but I still was not able to make it work!
Please somebody with enough knowledge could please update it make it work as expected?
I wasn't still able to fix it! Sorry for asking again, but could you please take a look?
Strange!
I removed a lot of code from SkeletonData and Atlas, just to be able to compile... and everything seems to be working good, my spine animations are still playing. Is this expected? These classes are only for Design Time?I'm building for Windows Store! Please switch your platform to Windows Store and try to compile anything using Spine.
No fix for it yet? =(
I cannot build for Windows Store. Any suggestion?
Assets\spine-csharp\src\Atlas.cs(71,42): error CS1502: The best overloaded method match for 'System.IO.StreamReader.StreamReader(System.IO.Stream)' has some invalid arguments
Assets\spine-csharp\src\Atlas.cs(71,59): error CS1503: Argument 1: cannot convert from 'string' to 'System.IO.Stream'
Assets\spine-csharp\src\SkeletonJson.cs(76,33): error CS1502: The best overloaded method match for 'System.IO.StreamReader.StreamReader(System.IO.Stream)' has some invalid arguments
Assets\spine-csharp\src\SkeletonJson.cs(76,50): error CS1503: Argument 1: cannot convert from 'string' to 'System.IO.Stream'
There is some problem with the #if #else!
Even if it enters on #if WINDOWS_STOREAPP it also enters on the #else of the #if WINDOWS_PHONE, because of this it does not works. This is very strange.
Any advice? It should be something simple to fix but I could not make it work.
- Editado
One question! Can I change the prefabs which spine imports to me? (Scale, Position).
I changed some prefabs and it seems spine reseted everything to default sometime! Am I doing it wrong?
The official runtimes alreadys supports FFD or do I need to continue using the FFD special version?
Error reading atlas file for atlas asset: DragonAtlas
The requested value was not found.
at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x000f1] in /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System/Enum.cs:615
at Spine.Atlas.Load (System.IO.TextReader reader, System.String imagesDir, TextureLoader textureLoader) [0x0005d] in C:\Games\unity\games\Queens Garden\Assets\spine-csharp\src\Atlas.cs:107
at Spine.Atlas..ctor (System.IO.TextReader reader, System.String dir, TextureLoader textureLoader) [0x0001c] in C:\Games\unity\games\Queens Garden\Assets\spine-csharp\src\Atlas.cs:83
at AtlasAsset.GetAtlas () [0x00077] in C:\Games\unity\games\Queens Garden\Assets\spine-unity\Assets\Spine\AtlasAsset.cs:63
UnityEngine.Debug:Log(Object, Object)
AtlasAsset:GetAtlas() (at Assets/spine-unity/Assets/Spine/AtlasAsset.cs:66)
SkeletonDataAsset:GetSkeletonData(Boolean) (at Assets/spine-unity/Assets/Spine/SkeletonDataAsset.cs:67)
SkeletonComponent:get_Initialized() (at Assets/spine-unity/Assets/Spine/SkeletonComponent.cs:65)
SkeletonAnimation:Initialize() (at Assets/spine-unity/Assets/Spine/SkeletonAnimation.cs:64)
SkeletonComponentnEnable() (at Assets/spine-unity/Assets/Spine/SkeletonComponent.cs:421)
I found the problem!
Removed the line size: 1013,510 from my atlas file and the problem is solved!
Just a note! I'm using FFD Unity Spine.
I have the same problem now, but i'm using the native atlas exporter from Spine... What am I doing wrong?
There is something strange with FFD on iOS!
Please take a look on the attached screenshot!
There is a flag in the Windows Version and Another on a iOS Build!
The Texture Seems to be corrupted on iOS. Any advice of how to fix this?
Thanks!
IS FFD already working on unity or not? someone can confirm this?
SkeletonAnimation.skeleton.FindBone("bonename"); does not seem to works.
- Editado
In unity how can I get a particular Bone Position from the Current Running Animation? I want to attach a Ingame Object to a particular bone.