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SkeletonGraphic with multiple atlases
Unfortunately we do not yet have a 3.7 version of Pharan's experimental component ready.
Pharan published his experimental version as a unitypackage (containing a single component only) quite some time in the past for 3.6 here:
SkeletonGraphic(UI) Problem
Thanks!!! Good thing that our team is using ver 3.6. that should work just fine.
I'd like to add a vote toward supporting this feature. Our project will hit a pain point from this in a matter of months otherwise.
sorry for digging out this old topic,
but we are having the same problem with Multiple Atlases + MaskableGraphic in Unity.
The only way is to script something on our own for that problem?
Keep up the awesome work!
Tobiaaatch đã viếtThe only way is to script something on our own for that problem?
I fear that there is no simple solution of a script that provides the required functionality. The solution would be to have the SkeletonGraphic
component generate one GameObject
with a CanvasRenderer
component per submesh instruction and fill it with data accordingly. The code used for the mesh generation also needs to be modified accordingly. I hope that we will get to implement this soon, now that some major high priority tasks have been completed.
Issue ticket for reference:
[unity] Support multiple atlas textures at SkeletonGraphic · #1592
Hi, Harald.
I see you assigned this issue to yourself. Can you comment on the likelihood of this reaching the next release? Ballpark ETA? We're still hoping to see it soon. I made some adjustments to delay hitting the wall, but we're still going to hit it.
@refractedthought If everything goes well, I will be able to start working on it today.
We are glad to announce that support for multiple atlas pages, render separator slots and SkeletonGraphicCustomMaterials
has finally arrived for SkeletonGraphic
! :nerd:
Info about it can be found in the Changelog and on the spine-unity documentation page.
- Added support for multiple atlas textures at
SkeletonGraphic
. You can enable this feature by enabling the parameterMultiple CanvasRenders
in theAdvanced
section of theSkeletonGraphic
Inspector. This automatically creates the required number of childCanvasRenderer
GameObjects for each required draw call (submesh). - Added support for Render Separator Slots at
SkeletonGraphic
. Render separation can be enabled directly in theAdvanced
section of theSkeletonGraphic
Inspector, it does not require any additional components (likeSkeletonRenderSeparator
orSkeletonPartsRenderer
forSkeletonRenderer
components). When enabled, additional separator GameObjects will be created automatically for each separation part, andCanvasRenderer
GameObjects re-parented to them accordingly. The separator GameObjects can be moved around and re-parented in the hierarchy according to your requirements to achieve the desired draw order within yourCanvas
. A usage example can be found in the updatedSpine Examples/Other Examples/SkeletonRenderSeparator
scene. - Added
SkeletonGraphicCustomMaterials
component, providing functionality to override materials and textures of aSkeletonGraphic
, similar toSkeletonRendererCustomMaterials
. Note: overriding materials or textures per slot is not provided due to structural limitations.
A separate blog post will follow soon, but we don't wan't to keep the info from you.
You can download the latest 3.8 spine-unity unitypackage here as usual:
Spine Unity Download
Hope you like it! 8)
Lovely work Herald. Thank you very much.
Thanks Marek, glad you like it! :cooldoge:
Thanks, Harald!
I will integrate this and try it out when I finish working through some other dev priorities.