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luigi.freguglia

- 15. Dez 2020
- Beitritt 8. Jan 2017
Here is my problem:
I have a GameObject with a SpineAnimator (not SpineAnimation) and my mesh filter's reference is valid
when i try to make a Prefab from that, simply by drag and drop, I get this
and you can see Mesh filter looses the reference.
I am working with:
Unity 2017.1.0f3
Spine-Unity runtimes 3.6
The spine character comes from unknown version, not sure which one but it seems to be created in 01/17/2017.Any idea? :think:
TheEasy Save guy replied this,when I asked the same
The error shows that the controller variable of the SkeletonDataAsset is not assigned, but I don’t see anywhere in your screenshot where this variable is assigned in the inspector.
The error is actually thrown by Unity when we try to access the variable, rather than by Easy Save, so if Unity say it’s not assigned then it’s definitely not assigned.
Today I tried the serialilzation asset on my character, but I get this error:
UnassignedReferenceException: The variable controller of SkeletonDataAsset has not been assigned.
You probably need to assign the controller variable of the SkeletonDataAsset script in the inspector.even if you can see on the right in the inspector that SkeletonDataAsset is assigned actually.
Any idea?I can workaround it, i believe it's not strictly necessary in my case to save the exact animation state.
What does SkeletonDataAsset contain? Is it about the internal datas you mentioned?I think i'd use the whole gamebject serialization, so if the spine informations are not custom types there sould not be any trouble.
Sorry, this was a serial question for all my assets.... PPRO is Platformer PRO.
I did mean spine-unity :$- Bearbeitet
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Hello, I'm going to implement something to serialize.
It seems Easy Save https://www.assetstore.unity3d.com/en/#!/content/768 to be good, my question is: is PPRO going to be seralizable as far as you can tell?No... where do I click?
By the
way, my question is about the pixel size: if I import a new Spine object, shouldn't it be rightly sized? :think:
25 Apr 2017, 12:26
Pharan schriebIf you want to match the 1 pixel per unit, you'll want a scale of 1.
Note that Unity Technologies doesn't recommend these values because their built-in 2D and 3D physics operate on a unit meter scale and has a number of default assumptions that may not hold true when your scale is very large (eg. 100x large).Ok got it, but I'm not using any physics from unity, because I'm integrating Spine with Platformer PRO, that uses its own physic.
Anyway it's not clear to me what is the meaning of size=0.01 as Default scale value: why not just 1 instead?
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Hello, I have a screen height target of 1080px and a Spine character 230px tall.
In Unity, for simplicity reasons, I set background image's PixelPerUnit=1 and Camera size=540.
Now, I cant tell why my just imported character is only a dot in the screen.... :think:
The scale of the character is set to 0.01 (default), but playing with the number is not giving any visual difference.
Any tip?
Thak youI'm interested too: I need to choose between platformer PRO and Corgi, and from what I can see Corgi interacts with spine without baking to mecanim.
Is it right? You made it to make it work?- RemDust schrieb
If I understood correctly :
It basically "bake" your animations or pre-record it, that means you pretty much lose all the Spine features in runtime : so blending and mixing won't work anymore.So you should use Mecanim blending trees. Are they inferior compared to spine's?
- Pharan schrieb
Otherwise, we recommend just using SkeletonAnimation instead of Mecanim.
I'd need a better explanation about this statement. :think:
I found a very good asset called Platformer PRO (http://jnamobile.com/), but the support says it works with spine via mecanim, so I really need to know what i'd lose adopting the mecanim solution (SkeletonAnimator?) and not the SkeletonAnimation's one.
Thank you