To achieve the desired behavior in Unity using Spine, you can follow these steps:
Set Up Your Animations: Ensure you have two animations in your Spine project: one for the base loop animation and another for the lip sync animation. Export these animations and import them into Unity.
Use SkeletonAnimation Component: Attach the SkeletonAnimation
component to your GameObject in Unity. This component will allow you to control the animations.
Play Base Animation in a Loop: Use the SetAnimation
method to play the base animation in a loop. This can be done in the Start
method of your script:
skeletonAnimation.AnimationState.SetAnimation(0, "baseAnimation", true);
Trigger Lip Sync Animation on Click: Add a method to handle the click event. In this method, use SetAnimation
to play the lip sync animation on a higher track (e.g., track 1) so it overrides the base animation temporarily. Set the loop parameter to false
for the lip sync animation:
void OnMouseDown() {
skeletonAnimation.AnimationState.SetAnimation(1, "lipSyncAnimation", false);
// Optionally, play audio here
}
Return to Base Animation: After the lip sync animation finishes, the base animation will automatically continue playing because it is set on track 0 and is looped.
Play Audio: If you want to play audio along with the lip sync animation, you can trigger an audio source to play the sound when the lip sync animation starts.
Here's a simple example script:
using UnityEngine;
using Spine.Unity;
public class LipSyncController : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
public AudioSource audioSource;
void Start() {
skeletonAnimation.AnimationState.SetAnimation(0, "baseAnimation", true);
}
void OnMouseDown() {
skeletonAnimation.AnimationState.SetAnimation(1, "lipSyncAnimation", false);
if (audioSource != null) {
audioSource.Play();
}
}
}
This script assumes you have an AudioSource
component attached to the same GameObject or assigned in the inspector.