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  • 皮肤功能的default在项目中的问题


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正常版本
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正常版本,复制替换图片资源版
除了调整了下图片资源,其他没有改变
但是应用在游戏引擎里,新改动的骨架》皮肤,缺少default选项

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你好,骨架在运行时总是有一个名为default的皮肤。Spine运行时指南解释了default皮肤。你可以在运行时皮肤页面的第一节中找到解释。
Runtime Skins - Spine Runtimes Guide: Runtime Skins

以下是引用的内容。

骨架数据中定义的所有附件都放在皮肤中。不在Spine编辑器皮肤中的附件将在运行时显示在名称为默认的皮肤中,皮肤中的名称与附件名称相同。当Skeleton getAttachment需要按名称查找附件时,会先在骨架的当前皮肤中查找,然后在SkeletonData的默认皮肤中查找。

因此,在为你创建的皮肤命名时,请不要使用default名称。


Hi, Skeletons always have a skin named default at runtime. Spine runtimes guide explains about the default skin. You can find the explanation in the first section of the Runtime Skins page:
Runtime Skins - Spine Runtimes Guide: Runtime Skins

The following is the quote:

All attachments defined in the skeleton data are placed in a skin. Attachments that were not in a skin in the Spine editor will appear at runtime in a skin named default, where the name in the skin is the same as the attachment's name. When Skeleton getAttachment needs to find an attachment by name, it first looks in the skeleton's current skin. If the attachment is not found, then it looks in the SkeletonData's default skin.

Therefore, please do not use the name default for your skin's name.

这似乎不是我们的运行时。 您使用的是什么 Spine 运行时?
This doesn't appear to be a runtime of ours. What Spine Runtimes are you using?