Loading Image Download the latest Spine-Unity runtime unitypackage
DOWNLOAD
http://esotericsoftware.com/spine-unity-download
See download instructions and compatibility notes there.
Recommended Export and Texture Packer Settings: Spine-Unity Export Settings
Documentation: https://github.com/pharan/spine-unity-docs (git + always work in progress + feedback welcome)
Features
[New Feature] Drag and Drop to instantiate
Unity Feature Tutorials by Mitch
Spine-Unity YieldInstructions module
SkeletonRenderSeparator module
Recommended Mix and Match setups for Equips, Character customization.
Interesting Rigs
Bow Aiming
Bone to follow a path when rotated? - Rifle arm IK
Shader Stuff
Sprite Shaders for Unity (ToddRivers)
Created a Spine Edge Shader (Xelnath)
Spine object outline - https://github.com/cakeslice/Outline-Effect
Tools
BinaryCats' Skeleton Merger Tool GTX Fury 6600K 6S Edge Plus for Humans (Workaround tool for merging skeleton jsons.)
Json Rollback tool Tool for rolling back your accidentally saved/exported json files to make them compatible with older versions of Spine editor or the runtime.
Common Issues
My sprites have weird black borders, or white bands. What's up with that?
see : Premultiplied Alpha Guide
Everything works fine in the editor but some weird stuff happens with the rendering when I build for my target device.
see: Bundled Default Shaders Problems
I play an animation and it works fine, but when I play a second animation, not everything changes, or it breaks, or the animation doesn't look like it does in Spine editor.
This is old behavior prior to Spine AnimationState 3.5 and 3.6.
If you are experiencing this problem despite being on the 3.5 runtime or higher, please create a new topic and describe the problem.
But in 3.4 and below, the basic reason behind its current behavior was that animations are lists of changes.
If you don't define something in your animation, it won't change, meaning, by default, if animation1 changed something, and animation2 did not, that thing will be left in its previous state.
See this blog post for more information: Blog: AnimationState: multiple mixing without dipping
AnimationState in 3.5 and above does not require this change as it is already default.
For most cases, these changes are not necessary.