Harald schriebThis is because you are using a RectMask2D
and have setup the RectTransform
bounds of the skeleton incorrectly, i.e. too small. If you switch from the Move Tool
to the Rect Tool
you can see your skeleton's rect bounds that are used for culling.
You just have to hit the Match RectTransform with Mesh
button in the SkeletonGraphic
Inspector once to automatically setup the bounds. This happens automatically when you drag-and-drop instantiate the SkeletonGraphic
GameObject into the Hierarchy somewhere below a Canvas
(i.e. as a child of Canvas
). Then it automatically matches the bounds to the mesh. If you instantiate it outside a Canvas
and re-parent it to be a child of the Canvas
later, there is unfortunately nothing we can do about it. Then you have to click the Match
button once after re-parenting.
foriero schriebNice catch.
No bug this time 😛 8).
Ah ok, yes increasing the width\height helped. Thanks Harald!
Harald schriebMatch RectTransform with Mesh
button
Yeah I pressed that button too, but didn't know what it did. :rolleyes:
I wonder if your information above, about the Rect Transform Bounds would be helpful to add into the example file itself?
I'm sure lots of others have run into this, but just gave up and didn't go to the trouble of reporting it. It's a bit of a challenge to explain in and of itself.
I know in the past I just gave up and used a spine mecanim in the UI canvas(without a mask)... and now can't hide the "canvas" of the mesh. :bigeye: :grinteeth:
Harald schriebNo bug this time 😛 8).
foriero schriebNice catch.
😃