It seems like you're encountering issues with scaling and positioning your SkeletonGraphic
component within a UI panel in Unity. Based on the provided contexts, here are a few steps and considerations that might help resolve the issue:
Ensure Correct Version Compatibility:
- Make sure that the versions of the Spine Editor and the spine-unity runtime are compatible. You mentioned using Spine Unity Runtime 4.1.42 with Unity 2022.3.14f, which should be fine, but double-checking never hurts.
Initialization and Update Order:
- The order of initialization and updates is crucial. Ensure that
Initialize
,Update
,UpdateMesh
, andMatchRectTransformWithBounds
are called in the correct sequence. Your code seems correct, but let's ensure no steps are missed.
- The order of initialization and updates is crucial. Ensure that
RectTransform Settings:
- Ensure that the
RectTransform
settings are correctly applied. SettinganchoredPosition
andsizeDelta
to zero should center and fit the skeleton within the parent, but double-check the parent’sRectTransform
settings as well.
- Ensure that the
Multiple Canvas Renderers:
- If you are using multiple blend modes, ensure that
Multiple CanvasRenderers
is enabled in theSkeletonGraphic
component'sAdvanced
settings.
- If you are using multiple blend modes, ensure that
FitInParent Mode:
- The
FitInParent
mode should scale the skeleton to fit within the parent’s bounds. Ensure that the parent’sRectTransform
is correctly set up to provide the desired bounds.
- The
Example Code:
- Here is a refined version of your code with additional checks and comments:
var skeleton = AnimationManager.instance.GetSpineSkeleton(unitPrototype.excelId);
if (skeleton != null)
{
skeletonGraphic.skeletonDataAsset = skeleton;
skeletonGraphic.startingAnimation = "idle";
skeletonGraphic.startingLoop = true;
// Initialize the SkeletonGraphic
skeletonGraphic.Initialize(true);
// Update the SkeletonGraphic to apply changes
skeletonGraphic.Update(0f);
skeletonGraphic.UpdateMesh();
// Match RectTransform with bounds
skeletonGraphic.MatchRectTransformWithBounds();
// Set layout scale mode to FitInParent
skeletonGraphic.layoutScaleMode = SkeletonGraphic.LayoutMode.FitInParent;
// Center the RectTransform within the parent
skeletonGraphic.rectTransform.anchoredPosition = Vector2.zero;
skeletonGraphic.rectTransform.sizeDelta = Vector2.zero;
// Ensure Multiple Canvas Renderers is enabled if using multiple blend modes
skeletonGraphic.enableMultipleCanvasRenderers = true;
}
Debugging:
- Add debug logs to check the values of
RectTransform
properties before and after setting them to ensure they are being applied correctly. - Verify that the
SkeletonDataAsset
is correctly assigned and initialized.
- Add debug logs to check the values of
GIF Analysis:
- From the GIF, it seems like the animation is not fitting correctly within the bounds. Ensure that the parent panel’s
RectTransform
is correctly sized and positioned.
- From the GIF, it seems like the animation is not fitting correctly within the bounds. Ensure that the parent panel’s
If the issue persists, consider creating a minimal Unity project that reproduces the problem and testing it in isolation to rule out any project-specific settings or conflicts.