warmanw

Hi guys,

After updating the unity run-times we encountered a flashing/blinking issue.

I've searched for a while and found this post. It seems same issue except we have full object blinking not just separated parts of it.
viewtopic.php?f=7&t=2253

We have removed rest objects from the scene. So no sorting issue.

Any help would be appreciated, Thanks.

-- 28 Jul 2015 7:49 pm --


I just recorded a video showing the issue also attached the project file.

we use latest unity spine runtimes.

Any ideas?
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warmanw

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Pharan

I've seen this happen before.
I think it was a different cause, but it's probably related.

Spine's SkeletonRenderer uses double buffered meshes (for some mysterious reason, Unity recommends it for mobile performance)— alternating rendering between two mesh objects.

The problem I had back then was that mesh1's bounds was ok, but mesh2's bounds weren't calculated/updated, so Unity skipped rendering when it tried to render mesh2.
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Pharan
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warmanw

Thanks Pharan

I assume this is another case. Since there are also RegionAttachments.

Fortunately we found the way to skip this issue. We looked in the Spine editor and found out that the issue is in the attachments keys for wings(hiding and showing wings). we've deleted them and put again and everything were fine.

No there weren't any overlapping attachment keys just single keys on animation start.
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warmanw

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Pharan

I wasn't talking about MeshAttachments. I was talking about Unity meshes.
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Pharan
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Dön Unity