gostovah

We have a really simple character rig, and the arm is a mesh broken in two pieces for layering (so they can put their hand behind their back and clap and such)... but there is a white line on the mesh edge and I have tried so many things to get rid of these white seams and I cannot find anything on how to do it, can someone please help? We are shipping soon.
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gostovah
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Misaki

I'm sorry to hear you're having trouble. Was the screenshot taken in the Spine editor, or in your game project? If the latter, let us know what runtimes you use and the texture settings you imported to the project.
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Misaki

Misaki
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gostovah

@Misaki the screenshot was from the latter

added a screenshot of texture settings and runtime below
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gostovah
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Misaki

Thank you for the additional information! The problem of white border artifacts when textures packed with the Premultiply alpha are displayed in Unity has been reported in the past, and the spine-unity runtime 4.0 has already been improved to automatically optimize the texture settings, but I guess that for some reason your skeleton's texture is not optimal. Could you please try the solution as described in this issue ticket?:

[unity] Premultiplied alpha and mipmaps causes borders #1266
https://github.com/EsotericSoftware/spine-runtimes/issues/1266
Issue has been identified as improperly generated mipmaps in Unity when sRGB (Color Texture) is enabled at texture import settings.
If you are encountering such artifacts, please disable sRGB (Color Texture), this will generate mipmaps properly.
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Misaki

Misaki
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