4.2 beta testing issue - wrong versioning?
@Jamez0r We have just pushed integration commits of 4.2-beta physics and 4.2-beta skeleton loading to the repository for spine-csharp and spine-unity. Please note that this does not yet include automatically applying GameObject movement to Spine's physics yet, this will be added later. Nevertheless, you should now be able to import and play back your PhysicsConstraint-driven 4.2-beta skeletons in Unity.
New spine-unity 4.2-beta packages are available for download here as usual:
https://esotericsoftware.com/spine-unity-download#spine-unity-4.2-beta
Please let us know if you encounter any issues.
Harald Hey Harald - been testing out the 4.2 beta and am not having any errors ( ️ ) but am having some visual issues with certain things that have physics set up on them.
Are you at the stage with the beta where you want bug/issue reports with repro projects, or do you already have a list of known-issues that you're working through?
The visual issue we're having is that a few of the pieces that have physics applied are floating off in the air, or are getting dragged way downward (from gravity maybe).
I also have a pretty cool use-case idea that I want to try out with the new physics setup - I'll probably make a separate post to discuss it in the upcoming days
Jamez0r Are you at the stage with the beta where you want bug/issue reports with repro projects, or do you already have a list of known-issues that you're working through?
Yes, please do report any bugs or unexpected behaviour you encounter!
Jamez0r The visual issue we're having is that a few of the pieces that have physics applied are floating off in the air, or are getting dragged way downward (from gravity maybe).
Could you perhaps send us the problematic Spine project (either to contact@esotericsoftware.com, or attached to a post)? Then we can have a look whether it's just an unstable setup combination or really a bug.
We've also fixed a bug yesterday which caused instability regarding shear, perhaps you might want to update the spine-unity 4.2-beta unitypackage to rule out this cause:
EsotericSoftware/spine-runtimes02911a2
Harald Please note that this does not yet include automatically applying GameObject movement to Spine's physics yet, this will be added later.
@Jamez0r We have just pushed a commit which enables applying Transform position changes to skeleton physics.
A new spine-unity 4.2 unitypackage is available for download:
https://esotericsoftware.com/spine-unity-download
We've just published another commit to 4.2-beta which now also applies Transform rotation to Skeleton PhysicsConstraints.
Applying Transform movement is enabled by default for both translation and rotation.
You can now disable applying translation or rotation by setting skeletonRenderer.applyTranslationToPhysics
or .applyRotationToPhysics
to false
via code. These attributes will likely be exposed in the Inspector in the future as well.
@Jamez0r No hurry at all. Actually it's good to hear that you've not tested it yet, as we also just discovered and fixed a bug where Transform Z movement instead of Y movement was used, ignoring vertical movement in most cases.
A new spine-unity 4.2-beta unitypackage is available for download here as usual:
https://esotericsoftware.com/spine-unity-download
Harald Nice, this stuff is so cool!
Yeah the upcoming project we're working on will mostly have stationary (but animated) characters, but I can't wait to see what people do with all of this in sidescrollers and top-down games. I'm personally planning on setting up a cool wind & air-gusts/bursts system for our upcoming project though that I think is going to look super neat. Will share it once I get it set up but it might be a bit
Go break wind, the physics kind.