following!
AlaNintendo

- 21 سبتمبر 2017
- انضمّ(ت) 23 فبراير 2016
- في Lip Sync
@ToddRivers I can attest to this bug as well. I'm on Unity2017 now
But I can't seem to reproduce it consistently... If I recall the fix was to use PNG and not TGA files. But that might not be a good choice? I heard TGA is supposedly better for alpha channel control :think:
@ToddRivers Awesome!! Thanks for posting it onto the asset store
I'm sure lots of people will appreciate all your hard work !
Awesome credit! 8)
Btw congrats on the game release, I saw it on the new release list. Didn't know that was your game :party: ):
NeatWolf wroteAlaNintendo wroteIt's a complicated topic on this shader. Good mention on the credit bit, for sure we should all be crediting ToddRivers in the game if we're using it.
Done
(http://www.fatherandsongame.com)Loading Image
17 Jun 2017, 03:53
Hmm would it be possible to expose this into the Inspector for easier use?
new ColorPickerHDRConfig(0, 1, 0.01010101f, 3)
Gabriev wroteI noticed that after updating Unity the emission channel doesn't produce HDR effects, even if the Emission Power is set to very high values. To fix this I cannibalized the Standard Shader and its implementation of emission channel:
on line 704 of SpriteShaderGUI.cs - replaced this
_materialEditor.TexturePropertyWithHDRColor(_emissionText, _emissionMap, _emissionColor, new ColorPickerHDRConfig(0, 1, 0.01010101f, 3), true);
with this
_materialEditor.TexturePropertyWithHDRColor(_emissionText, _emissionMap, _emissionColor, new ColorPickerHDRConfig(0f, 99f, 1 / 99f, 3f), true);
Hi @Pharan,
It would be interesting to see if the majority of the lurkers on this thread are also Spine owners or just guys that googled it looking for a Sprite Shader.It's a complicated topic on this shader. Good mention on the credit bit, for sure we should all be crediting ToddRivers in the game if we're using it.
Pharan wroteYou have to admit the topic and content of the first post is pretty SEO optimized.
It literally says "Sprite Shaders for Unity". Imagine how many people google that.
I just googled it and it's the 4th result.
Which is apt, because it's actually not Spine-specific. He actually uses it for more than just his Spine stuff.I don't call the shots regarding who contracts who. But absolutely, anyone who uses this should credit him with big bold text in their game. It should be the first logo when the game first boots up. 'cause he shares his Sprite shaders to the world freely.
The current spine-unity 3.5 unitypackage is actually packaged for Unity 5.4 and includes the shaders in a 5.4 compatible state, though it probably doesn't handle some of the gotchas like platform-specific depth or normal direction weirdness, if any of that exists.
Don't know if anyone realizes this, but this is probably the most popular thread on Spine's Unity forum. Almost reaching 24,000 views at this point. It's even more read than Pharan's official post http://esotericsoftware.com/forum/Noteworthy-Spine-Unity-Topics-5924
It'd be nice if the Spine guys could pick up the torch and continue to iterate \ support Sprite Shaders or just contract out the support work (both legacy and current Unity versions) to ToddRivers?
His shader makes a significant impact to the visual quality of Spine's animations and helps keep it on par with Unity's Standard Shader. (Without it maybe Anima2D has a leg up?)
ToddRivers, your contribution to Spine's visuals is a huge one, hopefully you get the recognition you deserve. :rock:
With so many lurkers in this thread, it's a shame only a select few bother to get involved in the conversation. If you guys are using this tool and appreciate it, say something..
That being said, I'm more or less following alongside ToddRivers, I'm updated to 5.6 and the shaders are working beautifully. ToddRivers should we update to 5.6.1 now? :party: Haha
- Pharan wrote
SkeletonAnimator uses Unity AnimationClip events named after the event name.
All Unity AnimationClip events fire using a SendMessage call.
This works by having any MonoBehavior on the same GameObject have a method name the same as the AnimationClip event.So if you have an event named "Blink", you can add a method to any script on the same GameObject like this:
void Blink () { Debug.Log("Blink event was fired"); }
@Pharan - OMG I :heart: you!!! This way is 100x easier to use than the SkeletonAnimation workflow, from here:
Coding for Spine Events and AnimationState callbacks@john - You need to make sure you EVENT is named exactly the same as the method in your script. So if in Spine your Event is called "JohnRun" .. your C# or Javascript method needs to be
void JohnRun () { Print("PHEER PHARAN"); }
If you don't know what a Spine event is. Google it "Esoteric Spine Event"
@ToddRivers good hearing back from ya!
I was getting flickering on 5.5, but I should update to 5.6 to test it out as well. It seems the flickering is gone on 5.5 at least, crossing fingers. Will let you know how it goes on 5.6!
Thanks again for the continued support on this amazing shader!! Let me know if there's anything I can help you out on.
22 Apr 2017, 04:55
Just updated to 5.6.0f3 Looks to be good on the flickering issue! Thanks alot for the shader support! We all owe ya a debt of gratitude~ :happy:
- تم التحرير
Hi ,
Is there a way to copy one animation into another project?
I created new animations for the wrong spine project and I want to copy them to the correct spine project.
The rigs are the same.
Thanks!
Any of you guys have issues with depth writing as well? I seem to get flickering on my character when he is running around in game. :doh:
@[محذوف]
Yep this was it! Thanks alot!
For anyone else that wants to use this, I found you'll need to disable the checkbox on your main gameobject and enable it again before the separator can work.
Hi,
I have a question about sorting 2d spine \3d objects in unity. Anyone have any ideas on how to solve this?
I'd like to render 3d objects in between my spine character.
Think a 3d sphere in between 2d Spine objects.
Attached is a mockup. I tried looking for the SkeletonComponent.cs to adjust the z depth, but couldn't find it.
Loading Image
Thanks for the help! :nerd:
sharin' is carin'
https://twitter.com/IndieNendoroid- تم التحرير
@Pharan @[محذوف]
Hi guys,
I can't seem to find SkeletonComponent.cs in the Unity Runtimes. Has it been replaced by something else?
Thanks
Yep you guys were right, it was a hidden key on a target constraint.
Actually this is a pretty useful feature in the dopesheet to let the user know when any object (bone,slot, constraint etc) is hidden, but still has a keyframe.
Thanks guys.
I turned on visibility for all the bones (the little eye icon in the TREE window), but didn't seem to do the trick.
Unless I'm turning the bones on, the wrong way?
- تم التحرير
Sorry newb question.. But what is creating this orange line at the end of the dopesheet (keyframe 21)? I can't find the bone\mesh\attachment etc ... which is creating this keyframe. :sleepy:
Loading Image
thanks!
Ahh ok. Got it on the Spine import process and Unity compatibility.
I'll do some more digging on my exporting settings.
Thanks