Unity 4.6: Flipping doesn't rotate correctly
Hey there,
I have a Skeleton Animation with a Skeleton Utility on it, and then a child ParticleSystem on one of the bones.
As you can see in the attachment, it's not working when I flip the sprite. The position seems to work fine, but it's not rotated correctly.
I've tried messing with it myself, to no avail. I looked around the forums as well and it seems like it's a problem with Unity? Is that still the case?
It's worth noting: I'm using an older version of the runtimes. Not sure what version, I don't see any version numbers on the source.
Thanks!
there really needs to be an automated response to these threads
BinaryCats wrotethere really needs to be an automated response to these threads
I asked because the threads I read on it are old, so I wasn't sure if there had been an update to this or not.
FlipX from the Skeleton utility component will scale the object to achieve flipping if I remember correctly. Using an override bone for your root bone to flip will rotate.
There are about to be a large set of updates for Spine and scaling/flipping so I've held off on making any changes to skeleton utility. Once it goes in though the systems should behave much more intuitively.
Mitch wroteFlipX from the Skeleton utility component will scale the object to achieve flipping if I remember correctly. Using an override bone for your root bone to flip will rotate.
Awesome works like a charm! Using the override bone will in fact rotate, which achieves the desired result.
Thanks a lot man!
EDIT: For future reference, I had to call the function "FlipX" on the root SkeletonUtilityBone. The FlipX function will set the flipX public variable and a whole bunch of other necessary stuff. I assume this is working as intended, but it threw me for a loop for a little bit since I didn't realize that the inspector was calling the FlipX function.
Yea... It needs some love...