anaskhan

- 2024년 2월 5일
- 2023년 8월 28일에 가입함
Also when you use straight alpha+bleed you have to manually adjust channels in unity prefrences>spine window.
I have applied this setting and i am getting very good results. Now neither i am facing issue in visual appeal nor in performance. Thanks guys for helping me out. I am building this for android, so should i override this texture for android or let it stay on default. If i override it then which compression is best ASTC or ETC2?
Hey Guys, i have a problem. As i exported the last file, the output is pixelating in unity. I have exported other formats also like GIF, mov from spine they are looking great. Even the JPEG from photoshop is looking good. But my json file causing problem in unity or maybe unity is causing a problem idk. I want your help to how to fix it. I have exported animations before and they were working good on Unity.
"In general if you want animation completely independent and not affecting another, it's probably the easiest and cleanest solution to use separate SkeletonAnimation objects for each building type. Then each one is just playing animations for a single building type and automatically does not interfere with other building's animations."
In this case, if completely independent SkeletonAnimation objects are created, frame rate degrades drastically as the objects increase in unity.
For example, creating one object affects around 15 frames, so creating more than 2 will effect the game execution.- 수정됨
Thanks for the help.
I also have a different file where i didn't hide other slots in each animation. Instead i just animated the object of that task. This file is mixing greatly in spine editor preview. I think this is the file that will be used. If that's the case then my programmer don't know how to execute this. So please tell me that how can i program these animations that they will only appear when we press that button and before that they become hidden.
I have used different bones in spine. The problem is of slots visibility. If i am doing animation of fountain, should i have to open/visible other slots or not. In first export i have opened other attachment slots in every animation which were not animating. Then my programmer said that i should give him the animations only by enabling slots of that animation only and hiding other slots but this is not working, even when i am mixing the animations in spine. The slots of previous animation disappear.
Hey Guys, i am stucked in a problem. I have made animations of different tasks of a game. Like if you click on a button then the animation happens. For Example :- Build House, Build Fountain etc. You can find many examples of these animation in games like Gardenscapes, Domino Dreams and Royal Match.
The problem is how to create animation that let you choose between 2 animations without affecting other. For example there are 8 animations like these:-
- Build Coffee House
- Build Table & Chairs
..................................... - Rebuild Fountain
- Start Fountain
..................................... - Build Clock Tower
..................................... - Build Ice Cream Cart
..................................... - Set up Market
- Decorate Market
.....................................
Now the problem is that the "4. Build Ice Cream Cart" and "2. Rebuild Fountain" are optional. Means you can either click on any of these 2 tasks in game. So, how can i make these animations happen in unity.