![]() ![]() From what I can tell, we've matched the recommended Spine export settings for Unity based off the tutorial videos.Īs a final note, I also found that all the example prefabs initially start out with some default pink texture colour without transparency. I thought I could perhaps make a workaround by making a new material in Unity and reference that in code instead, but I'm very new to Unity and don't know my way around yet. As a result, only the diffuse map was necessary. Click/drag to set the skeleton position, mouse around to set the light position. ![]() If you're using something else, you might need to add a light to your scene for it to show up. This will use spineboy/spineboy.json for the skeleton JSON and spineboy/spineboy-diffuse.atlas for the diffuse atlas and spineboy/spineboy-normal.png for the normals. SpineEditorUtilities.ImportSpineContent (System.String imported, Boolean reimport) (at Assets/spine-unity/Editor/SpineEditorUtilities.cs:269) After assigning your texture to your material, choose the Spine/Skeleton rather than Transparent/Diffuse shader. SpineEditorUtilities.IngestSpineAtlas (UnityEngine.TextAsset atlasText) (at Assets/spine-unity/Editor/SpineEditorUtilities.cs:647) This is compatible with the bundled default Spine/Skeleton shader. Output For beginners, and quick testing, leave Premultiply Alpha on. I'm trying to import skeleton data + atlas image/data made by our artist, and I get the following error: It's not clear if this is still the case, but by default, Spine-Unity will set your image settings to uncompressed (this means uncompressed at runtime) on import so it comes out clean. ![]()
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