Weird. What interface scale are you using?
4.2-beta status update
150
they flicker a bit when I zoom or drag
OK, we see it and we'll get it fixed!
EsotericSoftware/spine-editor768
Hi Nate, are you considering providing grouping functionality for multiple constraints? One hair needs to add multiple physical constraints, and if multiple hairs are placed together, the number of constraints will become much larger. It is basically difficult to find multiple corresponding constraints in the first place solely based on color and bone name. Is it possible to group several constraints and select them all to select multiple constraints for. By controlling the parameters of the group, the percentage of the self values of wind, inertia, and other constraints within the group can be controlled.
Yes, we hope to add folders for constraints to 4.2. The challenge is that the constraint order is important and drag and drops still needs to work for that. Giving the properties for the folder contents as if they were multi-selected would be nice, we'll see how it goes!
habahu Disable Simulate
or set physics constraint mix to 0. We've discussed uniform scaling. I'm not sure if it should be part of physics constraint or a future constraint that ties together transform properties.
zakaroff You can post videos on YouTube/etc. The sequence FPS keying should be fixed in 4.2.04-beta. Please say the version number you are using, not just "latest one", as we release often. When the checkbox you circled is unchecked, the last frame is omitted.
OK, but I have no idea what I should be looking for.
Hello!
We're trying out new physics constraints and we are very excited to use them!
Can you please tell me if unity&csharp runtime 4.2 beta has a support for new physics constraints?
Can't figure out how to use it
Will it be possible to access at gravity and wind properties from the runtime, globally, without having to loop on every constraint?
UPD: From reading SkeletonJson.cs in csharp runtime I can see that physics constraints are not being parsed.
But I can also see that they are being parsed in spineLibGdx -> SkeletonJson.java
So if i got that right, physics constraints are not currently supported by csharp and unity runtimes.
Can you share some info on when to expect the support for this amazing feature?
zakaroff I should have mentioned, please start a new thread if you have an issue. It will be lost in this thread that already has 60+ posts.
Milerael We're working on spine-unity. Soon!
eprime No, there is no central value for you to change. Looping through the constraints is not a big deal. Skip constraint where constraint.active
is false.
- 수정됨
@Milerael We have just pushed integration commits of 4.2-beta physics and 4.2-beta skeleton loading to the repository for spine-csharp and spine-unity. Please note that this does not yet include automatically applying GameObject movement to Spine's physics yet, this will be added later. Nevertheless, you should now be able to import and play back your PhysicsConstraint-driven 4.2-beta skeletons in Unity.
New spine-unity 4.2-beta packages are available for download here as usual:
https://esotericsoftware.com/spine-unity-download#spine-unity-4.2-beta
I can't wait to have monogame runtime!!!