Good Evening All,
Does Spine have a paper flip effect like this that I can use in Unity?
Thanks!
Good Evening All,
Does Spine have a paper flip effect like this that I can use in Unity?
Thanks!
Just rotate the GameObject Transform.
Harald wroteJust rotate the GameObject Transform.
Oh, if it's that simple then that's fantastic! As my character is 2D in a 3D environment, I've added a billboard script to them so that they always face the camera. I thought that because of this, it might create issues if I rotate the transform. :scared:
You can also achieve the effect by creating two animations in Spine, the one animates the skeleton’s scale X from 1
to 0.001
and another animates the skeleton’s scale X from 0.001
to 1
, flip your skeleton in Unity when the first animation is complete, and play the second animation at the end.
Please refer to the following section of the documentation for instructions on how to flip the skeleton:
spine-unity Runtime Documentation: Changing Scale and Flipping a Skeleton
Note: Specifying 0 for the skeleton’s scale in Spine may cause animations to go wrong, so please use a value as close to 0
as possible like 0.01
or 0.001
instead of 0
.
Misaki wroteYou can also achieve the effect by creating two animations in Spine, the one animates the skeleton’s scale X from
1
to0.001
and another animates the skeleton’s scale X from0.001
to1
, flip your skeleton in Unity when the first animation is complete, and play the second animation at the end.Please refer to the following section of the documentation for instructions on how to flip the skeleton:
spine-unity Runtime Documentation: Changing Scale and Flipping a SkeletonNote: Specifying 0 for the skeleton’s scale in Spine may cause animations to go wrong, so please use a value as close to
0
as possible like0.01
or0.001
instead of0
.
Thank you very much for always assisting!
You could also programmatically set skeletonAnimation.Skeleton.ScaleX
via code instead of using animations. This comes with the advantage of having precise control over the in-between values. When you want to fake a rotation effect via scale, it's not linear but instead it's scaleX = cos(angle)
.