@IndieDoroid SkeletonGhost
spawns GameObjects programmatically here, then sets the GameObject's hide flags to hide them in the hierarchy here. So you just need to change the layer of the hidden spawned ghost GameObjects accordingly.
IndieDoroid

- 2024년 8월 10일
- 2017년 9월 23일에 가입함
@IndieDoroid Glad to hear you've figured it out, thanks for getting back to us!
@IndieDoroid At first I was a bit confused since you said SRP which usually stands for Scriptable Render Pipeline, but I assume by SRP you meant Standard Render Pipeline.
Anyway, unfortunately I could not reproduce the issue in Unity 2020.3 when either using the URP 3D or 2D renderer by assigning the provided
Example URP Asset
orExample 2D URP Asset
as Render Pipeline Asset. Everything was rendered as expected. Which Unity version are you using?@IndieDoroid A commit has just been pushed to the 4.1 branch which adds support for light cookies at the
Universal Render Pipeline/Spine/Sprite
shader. A new Spine URP Shaders UPM package is available for download here as usual:
https://esotericsoftware.com/spine-unity-download
Thanks again for reporting.@IndieDoroid You are right, light cookies are indeed ignored. Sorry for the troubles and thanks for reporting.
We have created an issue ticket here:
EsotericSoftware/spine-runtimes2285@IndieDoroid Glad to hear you've got it worked out, thanks for getting back to us
.
@IndieDoroid Every upgrade guide will describe upgrading to the next minor version, never skipping versions. Since there was no officially released 3.9 version, teh upgrade guide is for upgrading 3.8 to 4.0. So when upgrading two versions in the future, you will need to look for the upgrade guide 4.1 to 4.2 and then 4.2 to 4.3.
You can also find a list of all upgrade guides here on the spine-unity documentation page:
http://esotericsoftware.com/spine-unity#Updating-the-spine-unity-RuntimeOops my bad.. I misread the sentence.. :wounded:
Looking forward to the update!
Jamez0r wrote@IndieDoroid @[삭제됨]
I just had a similar issue, but it doesn't seem to be related specifically to Spine. Ever since updating to Unity 2020 (not sure if it happened on 2020.1.1f1 but its happening on 2020.1.2f1), I've been having issues where I have to "reimport" parts of my project. Just a minute ago my project randomly lost reference to one of my 3rd party Libraries (which are located inside my project, not in Packages or anything), and stopped showing a SkeletonAnimation in my Scene view. I only had 1 SkeletonAnimation in the scene, and was focusing on figuring out why the reference to my Networking Library was gone so I didn't test out too much with why the Spine animation disappeared.
I tried reloading the Scene, and I tried restarting Unity. Neither changed anything. I ended up right clicking on the folder that has my Networking Library assets, and clicking Reimport. Not only did that fix my reference to the Library, it made the SkeletonAnimation in my scene reappear.
The only thing that I can think of that might have linked those two issues: When I run my game, my networking library spawns the Player character by referencing my player-prefab in a Resources folder. All of my character prefabs are in the same Resources folder. When my project's reference to the Networking Library got screwed up and I tried to run the game, it tried to spawn the player and the error I got was essentially "Player prefab not found, try placing it in a Resources folder" (as though it didn't find the Player prefab, despite it definitely being in a Resources folder).
So, not sure exactly what is going on - but maybe you could just try right-click Reimport All on your project @IndieDoroid?
Update: Alright, I'm not sure if this is indeed related to Spine or not, but my artist just had the same issue. The artist was working on a scene, and restarted Unity and when he re-opened the scene, the Spine gameobjects were invisible. Doing a right-click Reimport on the prefab assets made them re-appear (maybe that does the same thing as the forced Update on the SkeletonAnimation?)
Info:
Unity 2020.1.2f1
Recent version of Spine runtime (from a couple days ago)
Artist is using a Mac@IndieDoroid I doubt it has anything to do with it, but are you using Collab by any chance? Things are being screwy for us with Collab also.
No, I'm not using Collab. I'll try the reimport trick you mentioned. I do notice 2020 is a bit screwy.. I also noticed today that some animation nodes in the animator controllers are blank when I click on them. :zipper:
@IndieDoroid @[삭제됨]
I just had a similar issue, but it doesn't seem to be related specifically to Spine. Ever since updating to Unity 2020 (not sure if it happened on 2020.1.1f1 but its happening on 2020.1.2f1), I've been having issues where I have to "reimport" parts of my project. Just a minute ago my project randomly lost reference to one of my 3rd party Libraries (which are located inside my project, not in Packages or anything), and stopped showing a SkeletonAnimation in my Scene view. I only had 1 SkeletonAnimation in the scene, and was focusing on figuring out why the reference to my Networking Library was gone so I didn't test out too much with why the Spine animation disappeared.
I tried reloading the Scene, and I tried restarting Unity. Neither changed anything. I ended up right clicking on the folder that has my Networking Library assets, and clicking Reimport. Not only did that fix my reference to the Library, it made the SkeletonAnimation in my scene reappear.
The only thing that I can think of that might have linked those two issues: When I run my game, my networking library spawns the Player character by referencing my player-prefab in a Resources folder. All of my character prefabs are in the same Resources folder. When my project's reference to the Networking Library got screwed up and I tried to run the game, it tried to spawn the player and the error I got was essentially "Player prefab not found, try placing it in a Resources folder" (as though it didn't find the Player prefab, despite it definitely being in a Resources folder).
So, not sure exactly what is going on - but maybe you could just try right-click Reimport All on your project @IndieDoroid?
Update: Alright, I'm not sure if this is indeed related to Spine or not, but my artist just had the same issue. The artist was working on a scene, and restarted Unity and when he re-opened the scene, the Spine gameobjects were invisible. Doing a right-click Reimport on the prefab assets made them re-appear (maybe that does the same thing as the forced Update on the SkeletonAnimation?)
Info:
Unity 2020.1.2f1
Recent version of Spine runtime (from a couple days ago)
Artist is using a Mac@IndieDoroid I doubt it has anything to do with it, but are you using Collab by any chance? Things are being screwy for us with Collab also.
- Jamez0r wroteIndieDoroid wrote
Thank you for the confirmation. I guess I'm doing something wrong then.. are you by any chance keyframing the "ghosting" into your animation?.. That's what I've been doing. Maybe that's why it's not working for me? :scared:
What do you mean by keyframing the ghosting? Are you triggering the ghosting by using an event?
I would start by just testing out the ghosting on its own:
1) Create a new scene, and make a new SkeletonAnimation (drag one of your SkeletonData files into the Scene)
2) Add component: "Skeleton Ghost"
3) Press Play, and then Ghost effect should appear (you can move around the SkeletonAnimation in the Scene view to see the ghost effect.
4) Disable / Enable the Skeleton Ghost component to verify that it turns on and offIf that works, then take it from there to figure out what might be going wrong with your original setup.
And just to be clear - the "Skeleton Ghost" is completely separate from the Ghosting "view" in Spine. Just want to make sure you weren't thinking they were related
Yea, I used the method from youtube where it was a spine event. Thanks for outlining the method you used.
Harald wrote@[삭제됨] thanks very much for answering!
@IndieDoroid Please note that the
SkeletonGhost
component is an example script and therefore contained in theSpine Examples
directory, inSpine Examples/Scripts/Sample Components/Ghost
to be precise. So if you have perhaps deleted theSpine Examples
directory entirely it will not be listed underAdd Component
.If you have added it successfully and ran into other problems, please let us know.
@Harald Thanks for the tip. That would explain it. I usually don't install the example folders because it adds in a bunch of images\ files that clutter up my project view when selecting textures etc. Is there a reason it's not part of the default runtime scripts?
UPDATE
HI @Harald
Everything works great for the most part. But I seem to have a weird bug where I can't control the "ghostingEnabled" bool via argument.public void Ghost(bool _ghostEnable)
Does not work for me. I'm not sure what I'm doing wrong. When I print it, I can see the bool is true, but via the inspector the bool isn't enabled. Current fix I have, is to use Update() to force the bool.. through another public bool. :wounded:
@Jamez0r thanks very much for answering!
@IndieDoroid Please note that the
SkeletonGhost
component is an example script and therefore contained in theSpine Examples
directory, inSpine Examples/Scripts/Sample Components/Ghost
to be precise. So if you have perhaps deleted theSpine Examples
directory entirely it will not be listed underAdd Component
.If you have added it successfully and ran into other problems, please let us know.
Hi @IndieDoroid,
Thanks for reporting! I was able to reproduce the problem in Unity 2019.2.
Issue ticket for the record: [unity] SkeletonUtility spawn methods not saved in Prefab mode · #1481
I have already committed a bugfix and uploaded new unitypackages.You can download them here as usual:
Spine Unity Download