Hey guys, I've run into this problem with Spine & Unity and I can't figure it out.
Say, I've got an animation ATTACK that enables special effect attachment on frame 2 and disables it on the last frame (like 20 or so).
Now, my enemies have got abilities that can break your attack and animation resulting player to change his animation from ATTACK to IDLE on frame 10.
However, this makes the special effect attachment still visible on screen, because the point where it's disabled has never been reached. Alternative? Reset it at EVERY other animation beginning. Now this is going to provide magnitude of problems if you're gonna have dozens of animations and hundreds of different effects in Spine.
Is there any other way to solve this problem?
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prog112
7 years ago
- prog112
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Pharan - Mesajlar: 5366
prog112
Thank you!! It's a bit bummer since now I'll have to set up my armor parts attachments on every new animation, but still better than disabling all the effects!
7 years ago
- prog112
- Mesajlar: 8
Pharan
Attachments will survive a reset if you set them through a dynamic skin instead of just saying attachment = whatever.
Look for CustomSkin.cs in your project for the underlying logic behind that idea.
Look for CustomSkin.cs in your project for the underlying logic behind that idea.
Spine-Unity Docs Repo, and check out the Unofficial Spine Users Tumblr.
7 years ago
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Pharan - Mesajlar: 5366
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