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  • Spine to Unity - Pixel Art scaled up by 100

Dear Spine-Team,

I am currently animating pixel art in spine and I ran into a problem when I export the animation into unity.

I've set all export settings to the default settings in your spine to unity runtime documentation.

I also disabled viewport linear filtering and set the bone scale to zero.

When I export everything into unity my spine object is scaled up by exactly 100 compared to other assets that are in the scene. (I checked that by comparing the size of one pixel each)

So when I set the bone scale to 0.01, the object is at its "real" size again.
When I export a pose as png and import it into unity, the size is correct.

Thats why I think I have to correct my export settings (I've included a screenshot of the current settings).

I hope you can help me and thank you already!

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Matthias_dp wrote

Dear Spine-Team,

I am currently animating pixel art in spine and I ran into a problem when I export the animation into unity.

I've set all export settings to the default settings in your spine to unity runtime documentation.

I also disabled viewport linear filtering and set the bone scale to zero.

When I export everything into unity my spine object is scaled up by exactly 100 compared to other assets that are in the scene. (I checked that by comparing the size of one pixel each)

So when I set the bone scale to 0.01, the object is at its "real" size again.
When I export a pose as png and import it into unity, the size is correct.

Thats why I think I have to correct my export settings (I've included a screenshot of the current settings).

I hope you can help me and thank you already!

What is your "pixels per unit" setting on your sprites in Unity? By default it is set to 100.

Since Unity has a default "100 pixels per unit", Spine also defaults to a similar scale - on your SkeletonData asset the scale by default would be 0.01.

Are those both still at their defaults, or did one of them get changed perhaps?