r0bbyboy

Messing around with the new UI SkeletonGrarphic added in 3.6 we’re noticing that it does not handle skeletons made up of multiple texture atlases. Attachments seem to use the correct coordinates but always map those coordinates to the first texture atlas in the list resulting in the wrong images on certain body parts.

See example in screenshot.
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Screen Shot 2017-08-11 at 11.49.22 AM.png
r0bbyboy
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Pharan

SkeletonGraphic can't handle multiple textures because its base class, UnityEngine.UI.MaskableGraphic can't handle multiple textures.

We use that class to properly incorporate it into the UI system.

Is having a larger atlas size not an option for you?
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Pharan

Pharan
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r0bbyboy

in some cases yes but with our player characters that have lots of customization options no. It is ok we already created render texture workaround when we were using 3.5.
r0bbyboy
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