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bug with the new update to 3.8 runtime in Unity
I found a bug with the new update to 3.8 runtime in Unity, when playing any spine animation, the first frame is the Setup Pose. If the spine is freezed, the setup pose stay until the freeze is disabled.
A way to solve this temporary is forcing the skeleton update in the Start() method, with this line:
_skeletonGraphic.Update();
current first frame: (Same like "setup mode" in spine)
expected first frame:
Thanks for reporting, you are absolutely right!
The bug has been fixed, you can download updated unitypackages here as usual:
Spine Unity Download
An issue has been created here for the record:
https://github.com/EsotericSoftware/spine-runtimes/issues/1511
Thanks again!
PS: I assume that you have called Update(0)
instead of Update()
, right? Because the normal update method would have an early return on freeze
.
I downloaded the latest (updated 2019-10-08), but it still occurs for me. It does go away if I call Update(0) right after SetAnimation. Am I doing anything wrong or is it not in the unitypackage?
The bug was fixed for setting the animation via the StartingAnimation
inspector property, I didn't know you were setting it by calling SetAnimation()
.
When manually calling SetAnimation()
after SkeletonGraphic.Awake()
you will be too late, as it is updated in Initialize()
. From where do you call SetAnimation()
? From Awake()
, or from Start()
? You might want to check your script execution order when calling it in Awake()
.
Anyway, when setting the animation via SetAnimation()
instead of via the StartingAnimation
inspector property, we would recommend calling Update(0)
. I wonder how this worked in 3.7 without the call.
We're having the same problem since the last update. Our character is starting for one frame in the setup pose and is switching than to selected animation in the "Skeleton Animation (Script)" script.
Sadly the newest spine-unity Unity package is making no difference :/
Tobiaaatch wroteWe're having the same problem since the last update. Our character is starting for one frame in the setup pose and is switching than to selected animation in the "Skeleton Animation (Script)" script.
Your description shows quite a different scenario than the one discussed above (the above discusses SkeletonGraphic
and the freeze
parameter).
You said you are using the SkeletonAnimation
component. Did you perform any freeze
operation by disabling the component, right?
How did you set the initial animation? I assume you did not use the Animation Name
property, right?