That is awesome!
I'm still a newbie on Spine+Unity (in case it wasn't evident before), so I didn't know there were Unity events. I'll have a look. Thanks a bunch!
That is awesome!
I'm still a newbie on Spine+Unity (in case it wasn't evident before), so I didn't know there were Unity events. I'll have a look. Thanks a bunch!
Spaniard living in the UK!
I just have started to animate with Spine, although I have Spine since the beginning (first project backer!).
Cool stuff, Spine is :-) Even an impostor artist like myself can do something (visually) edible!
Hey! First post here :-)
Thanks Mitch for creating the SkeletonAnimator. I just started using Spine (it's been in my todo list forever) with Unity 5. Against all advice, I'm using mecanim since I'm familiar with the kind of state machines you can create with that (and I can't be arsed to create my own State Machine solution from scratch right now). Your SkeletonAnimator is working like a charm! I can "navigate" the state machine and see the animation change to what I created on Spine. Yay!
My next step is to use events. You said they have the same limitation as when you baked the animation using the previous system (SkeletonAnimation?). That makes me happy, because it seems to imply that I can use Spine events with mecanim in Unity 5. The problem is that I don't see where to hook my delegate to listen for events. I've been searching the C# and Unity runtimes but it only seems to exist hooks in AnimationState (old system). The docs also point to AnimationState. Can we listen to Spine events when using mecanim?