• Editor
  • Spine 3.6 is now available!

We discussed it a bit here:
Separate repos · #758
Submodules would be convenient for users to pull in the Spine Runtimes, but quite inconvenient for runtime development. Git submodules are a bit of a half-baked Git feature (look, a haiku. uhhh I hate mornings). I would much rather Git implements a better solution to the problem of pulling in part of a repo without causing the repo maintainers grief.

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Hi I am new to the forum and have been using Spine for just a few months.

I just updated my Software today and started working on a file i made from the previous version. it worked but after saving the file and closing the program, when I started it up again, I am getting this error message.

"Sorry, an error occurred while reading the project file.

project version: 3.6.34
spine version: 3.6.34"

help... i am running late on deadlines and this update has set me behind T_T

What was the previous version you were using? Spine saves backups every 15 minutes in the backup folder so if you're lucky you might find a very old version, try matching the editor with that version by downgrading it, and then go on working.

eldridge, can you please email us the .spine file you aren't able to open? contact@esotericsoftware.com

4 أيام لاحقا

Great update! If only the clipping mask has a feather option tho 😃

I definitely need a tutorial on painting weights...

Help solve the problem, after updating Unity when selecting any object of Spine2D, here comes this error https://pastebin.com/FThuMEFW

Unity 5.6.f21
Last installed spine-unity-3_6-2017-06-26 Compatible with Spine 3.6.x and Unity 5.6-2017.1


NullReferenceException: Object reference not set to an instance of an object
UnityEditor.PropertyHandler.OnGUILayout (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:198)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7569)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7563)
Spine.Unity.Editor.SkeletonAnimatorInspector.DrawInspectorGUI (Boolean multi) (at Assets/Spine/spine-unity/Editor/SkeletonAnimatorInspector.cs:48)
Spine.Unity.Editor.SkeletonRendererInspector.OnInspectorGUI () (at Assets/Spine/spine-unity/Editor/SkeletonRendererInspector.cs:385)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1229)
UnityEditor.DockArea:OnGUI()

@Dmitriy Makeyev That's the same issue here! Spine 3.36 Error??
Should be fixed on the current one.

4 أشهر لاحقا

Hi, getting these warnings and errors after importing into an empty 2017.2.0f3 project:

build: http://esotericsoftware.com/files/runtimes/unity/spine-unity-3_6-2017-10-16.unitypackage

Script 'Animation' has the same name as built-in Unity component.
AddComponent and GetComponent will not work with this script.

Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(233,22): warning CS0618: UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'

Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(233,22): warning CS0618: UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'

Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(234,22): warning CS0618: UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'

Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(234,22): warning CS0618: UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'

Use of UNITY_MATRIX_MV is detected. To transform a vertex into view space, consider using UnityObjectToViewPos for better performance. - SpineVertexLighting.cginc

Shader error in 'Spine-SkeletonGraphic-TintBlack': undeclared identifier 'i' at line 113 (on d3d11)

That should be fixed now. Latest unitypackage dated today.
The first warning is harmless. But Unity Tech said they won't remove it.

Thanks 🙂

3 أشهر لاحقا

Thanks for this information...
🙂

4 أشهر لاحقا

Does branching no longer necessary in this version?

Not sure what you mean? On GitHub there is currently a 3.6 branch and a 3.7-beta branch.

I meant branching mesh in Spine Editor. Re-branching the mesh to all points after we add in middle one, I meant.
The yellow lines in picture. Do we have to do it manually or it's automatically now?

You always need to create the orange edge lines manually, but they are optional. You only need the orange lines when the gray lines that Spine creates automatically are not sufficient for your needs. In other words, the orange lines allow you to control how Spine performs triangulation. Please see the Edges documentation here:
Meshes - Spine User Guide: Edges

Some people go crazy and add a bunch of orange lines to their mesh simply because they like how it looks (looking at you, Shiu). However, if you create an orange line over a gray line, the resulting mesh is exactly the same. Well not exactly, the orange lines may make it easier for you to select parts of your mesh, especially if you hold down shift when clicking an edge (for edge loop selection).

Weird, the orange lines doesn't show in my editor. Just update it to 3.6.52.

Did you click a mesh, then the Edit Mesh button, then the Create tool, then drag starting from a mesh vertex?

I did. It's all white lines. No orange. Strange.

From that screen you need to click and drag from any vertex to create manual edges.