I am having problems with a feature that I am developing in Unity (Spine version 4.1.24), I would need to change the material of a certain slot, but CustomSlotMaterials is empty. Even if I try to access it in an Update method to check if the Dictionary ever increases in size it shows as it having 0 elements. Do you have any suggestions?
Thank you in advance
Problems with CustomSlotMaterials
To address the issue you're encountering with CustomSlotMaterials
being empty, it's important to ensure that you're correctly assigning a new material to a specific slot at runtime. The CustomSlotMaterials
dictionary in SkeletonRenderer
allows you to replace the material for specific slots dynamically. Here's a basic example of how you can assign a new material to a slot:
// Assuming you have a reference to your SkeletonAnimation or SkeletonRenderer component
SkeletonRenderer skeletonRenderer = GetComponent<SkeletonRenderer>();
Material newMaterial = ...; // Your new material
string slotName = "your_slot_name"; // The name of the slot you want to change the material for
// Ensure the slot exists in your skeleton
Slot slot = skeletonRenderer.skeleton.FindSlot(slotName);
if (slot != null)
{
// Assign the new material to the slot
skeletonRenderer.CustomSlotMaterials[slot] = newMaterial;
}
else
{
Debug.LogWarning("Slot not found: " + slotName);
}
Make sure that the slot name you're using matches exactly with one of the slots in your Spine skeleton. If the slot name is incorrect or does not exist, the material will not be assigned, and the dictionary will appear empty when you check it.
If you're still facing issues, ensure that your newMaterial
is correctly set up and compatible with Spine's rendering system. Also, verify that you're using the latest version of the Spine Unity runtime compatible with your Spine Editor version, as there might have been fixes or changes related to material handling.
Aspicy23 I would need to change the material of a certain slot, but CustomSlotMaterials is empty. Even if I try to access it in an Update method to check if the Dictionary ever increases in size it shows as it having 0 elements. Do you have any suggestions?
..
Slot is not null but CustomSlotMaterials returns KeyNotFound
Likely the code you are using to set CustomSlotMaterials
is malformed.
What code are you using to set the material for a certain slot? Which line of code triggers the mentioned KeyNotFound
exception?
Harald
Thank you for the reply, this is the code I use for it, the line inside the if statement generates a KeyNotFoundException
Slot slot = _skeletonAnimation.skeleton.FindSlot(GameSettings.Instance.GearSlotNames[texture.GearSlot]);
if (slot != null)
{
// Assign the new material to the slot
_skeletonAnimation.CustomSlotMaterials[slot].SetTexture("_Gradient_Profile", texture.Texture);
}
else
{
Debug.LogWarning("Slot not found: " + GameSettings.Instance.GearSlotNames[texture.GearSlot]);
}
@Aspicy23 Thanks for sharing your code, the problem is as I expected: you should be adding a <slot, Material> pair to the dictionary like this:
_skeletonAnimation.CustomSlotMaterials[slot] = overrideMaterial;
But instead your statement is accessing the value at the pair with key [slot]
, which has not been added as a pair beforehand:
_skeletonAnimation.CustomSlotMaterials[slot].SetTexture("_Gradient_Profile", texture.Texture);
// this is equivalent to `CustomSlotMaterials.GetValue(slot).SetTexture(..)
Yes, CustomSlotMaterials
is a map which is used to look up whether an override exists for a slot, and if one exists, the override-material is assigned, if not the original material is used.
Also, don't just add the original Material and modify it, this would make no sense as it has the same effect as modifying the original material in the first place (and it would then lookup the slot and replace the material with itself, which is just wasting cycles). Instead you need to create a copy of the original material and set up the copy accordingly, such as materialCopy.SetTexture("_Gradient_Profile", texture.Texture);
mentioned above.
I thought that the array would be populated based on the already present slots
No, this would be a rather wasteful approach memory-wise, especially since this is an optional feature which most of the time remains unused.
@Aspicy23 Not yet, sorry, it's on our roadmap here:
EsotericSoftware/spine-runtimes1982
It will be included after the main component restructuring is done, which in one go addresses multiple shortcomings of the past. Very sorry for the long wait!