avemon

Just wondering, is it possible to add/run spine animations using Unity's new timeline feature?

if not, are there any plans to support this?
avemon
Beiträge: 3

Pharan

Currently experimental. There's a big change coming up so I'd hold off using it for a week or something, if you can.

You can read about the current status here:
https://github.com/pharan/spine-unity-experimental/tree/spine-timeline/Assets/spine-unity-experimental/Spine%20Timeline/Documentation

Though you can play around with it if you want to download the experimental unitypackage.
http://esotericsoftware.com/files/runtimes/unity/spine-unity-experimental-spine-timeline-3_6-2017-11-25.unitypackage
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Pharan

Pharan
Beiträge: 4873

RemDust

:rock: This will be a very cool feature !
"I'm so exciiiiited !"
RemDust
Beiträge: 136

Dmitriy Makeyev

Tell me how soon will release timline?
Dmitriy Makeyev
Beiträge: 30

Pharan

It was added to the 3.6 branch on May 14.
You can try it now if you have that version.

Only the SpineAnimationState and SpineSkeletonFlip clip types are included for now since those are the types that act most predictably. (It just makes AnimationState calls to a target SkeletonAnimation's AnimationState, or flips the Skeleton)
We'll probably add a separate clip types soon for SkeletonGraphic since their types aren't reconcilable outside of sharing an interface, which currently isn't a supported property type by Unity editor.

Editor preview may not look exactly the same as at runtime, and backwards playback is not supported. We're hoping to improve things as we go though a lot of it depends on the type of exposed API Unity's Timeline and Playables feature has.
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Pharan

Pharan
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