• Unity
  • Unity Mesh Distortion

Hello Everyone,
I'm having an issue with some meshes not displaying properly in Unity. Ive had my character/animation implemented for some time with no issues until recently. I noticed a small bug where the characters sleeves would not appear over the arms when the character would return to an idle animation from a walking animation. So I went into the walking animation and key'd the sleeves draw order on the first frame thinking the issue would be fixed.

But after doing so the characters eyes, hair and body (basically everything with a mesh) appeared distorted in unity. Keep in mind it appears normally in spine and that was the only change I have made. The coder of the project has also informed me some that in the preview window in unity it also appears distorted before any code takes effect. Im not sure if any of this is connected but its left me completely clueless.

This is what the character looks like in the spine window as it was intended.
http://prntscr.com/91bguw

This is the distorted image in the unity preview window.
http://puu.sh/lgN1W/239169331a.jpg

I would greatly appreciate any help in this matter. I just am at a loss as to what the cause is and how to fix it.

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You need to disable whitespace stripping in the Texture Packer when using meshes. Stripping doesn't work with meshes.
The ideal setup is to pre-strip your images before importing into Spine.

Hello,
Thanks for the info. I actually was reading this and exported again with white stripping disabled.(i saw it at the bottom of the page)
http://esotericsoftware.com/spine-meshes
But my projects coder hasn't been around to clarify if it has worked. Ill be sure to let everyone know how it goes tomorrow.
Thanks again for your help and im keeping my fingers crossed.

I am curious though. Why would it only start to cause problems now when it had worked just fine before?

I'm not sure. I assumed you just recently converted regular region attachments into mesh attachments, and that's when it broke. Was that the case?

In any case, the second screenshot shows misaligned UVs. Whitespace stripping is one of the things that commonly cause that, but it could be something else too.

Next time, ask your coder to take a screenshot with wireframes enabled, to see the problem more clearly. (It's on the upper left of Scene view, select "Shaded Wireframe").

12일 후

Hello,
The white spacing was indeed the issue. I actually may have accidentally ticked the white spacing option for another project that needed it enabled and forgot about it when returning to this one. But I appreciate everyone's input.