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4.0 Partial change of clothing
Hello, there are some questions about spine clothing replacement. Version 3.8 can load up to 2000 pictures and will jam, but now the project demand exceeds 2000. Will upgrading version 4.0 be optimized? How many images does version 4.0 support at most?
Hello, thank you for posting your question on the forum. Uncheck Limit scanning
of the the Images node in the Tree view to allow Spine to find more than 2,000 image files:
图片 - Spine用户指南: 图片路径
Incidentally, this option already exists as of 3.8.
Misaki schriebHello, thank you for posting your question on the forum. Uncheck
Limit scanning
of the the Images node in the Tree view to allow Spine to find more than 2,000 image files:
图片 - Spine用户指南: 图片路径
Incidentally, this option already exists as of 3.8.
In version 3.8, when too many attachments are placed under a skin placeholder, it will get stuck. Can 4.0 support hundreds of attachments under the same skin placeholder?
In version 3.8, when too many attachments are placed under a skin placeholder, it will get stuck. Can 4.0 support hundreds of attachments under the same skin placeholder?
Only one image can be attached to each skin placeholder per skin, does that mean you are creating 2000 skins?
Or do you mean that you are placing 2000 skin placeholders for one slot?
Misaki schriebIn version 3.8, when too many attachments are placed under a skin placeholder, it will get stuck. Can 4.0 support hundreds of attachments under the same skin placeholder?
Only one image can be attached to each skin placeholder per skin, does that mean you are creating 2000 skins?
Or do you mean that you are placing 2000 skin placeholders for one slot?
It's a unity project. It needs a free combination of 2000 sets of clothes, so there are 2000 sets of skin
Misaki schriebIn version 3.8, when too many attachments are placed under a skin placeholder, it will get stuck. Can 4.0 support hundreds of attachments under the same skin placeholder?
Only one image can be attached to each skin placeholder per skin, does that mean you are creating 2000 skins?
Or do you mean that you are placing 2000 skin placeholders for one slot?
Previously, we experimented with the use of a unified grid for all pictures, and externally loaded and replaced them through unity, so we don't have to put all pictures in the spine. Later, we found that the unified grid will lead to too large grids and display unnecessary grids. Is there a more reasonable and concise way to replace them
There is no limit to the number of skins or skin placeholders. If you have many skins, you may want to create them at runtime using a pattern/convention rather than creating them in Spine:
Script Render Pipeline?
I'm not sure what you mean by a unified grid? Do you mean packing the attachment images at runtime using a grid? You could probably use tighter packing than a grid. spine-unity has some ways of doing packing at runtime:
spine-unity Runtime Documentation: Combining Skins