B
brockemon

  • 2022년 12월 28일
  • 2014년 11월 20일에 가입함
  • Hey that was exactly what I needed. Was most of the way to a solution, but the filler single pixel texture to get rid of the error was the final step.

    Thank you!

  • Hello,

    We have a situation where we have a bunch of characters that all share the same animations. But of these, say 12 characters each has their own set of attachments they can use.

    We are starting to reach the limits of a 2048x2048 atlas and are looking into splitting up these characters into different atlases.

    Ideally we could share the one skeleton.json file (we are using Unity). For each character type we would create a SkeletonData using this skeleton.json, but just change out the atlas file to only include attachments that would be valid for that character type.

    We can't do this as we get missing attachment error as every atlas will be missing a bunch of the attachments for other unit types.

    Is there a better way to approach this issue? I assume its a common thing people run into with lots of attachments?

    Currently, our best idea is to write a script that builds new Skeleton.json files that only contain the attachments that each character uses but this will still result in a lot of duplicated animation data through the project.

    Thank you

  • My project is set up with one large Texture generated via the texture packer that contains all of the images for multiple different spine animations.

    This texture atlas file and image is stored in the root directory of the project.

    I then have subfolders for each spine animation. In this case they are Champions within our game. These folders just contain the exported json file from spine.

    This works fine and upon dragging the json file in I get the "Atlas Not Found" prompt after which i go up a directory and selected the atlas file generated from Texture Packer and everything works.

    My issue is that if the Unity Library directory needs to be cleared for any reason I then need to go through the Atlas Not Found prompt again for each spine animation. The library directory is cleared when a new version of unity is installed or we set up the project for a new team member or pull a fresh copy of the project from git.

    This will eventually be an issue if we have many spine animations... i can't imagine going through that prompt every time for 50 animations 🙁

    Does anyone know a better way to structure this to avoid having to reselect the atlas file?

  • I tried attaching 2d rigidbodies and colliders manually to the hierarchy. After this I turned off the animation and hit play with override set for the Bone Utility Components.

    I expected the attachments to fall with their respective colliders but for some reason they get detached and it looks like they are rendered relative to their parents or something like this.

    Is there a way around this?

  • Just testing out the new unity integration and noticed that the auto generated hinge joints were not for the 2d engine. But from watching the video that was released months ago it looks like you intend 2d joints and rigidbodies to be generated?