不幸的是,SkeletonUtility
不提供智能重新同步到更改后的层次结构的功能。 由于骨骼可以在层次结构中移动并重命名,因此这将非常容易出错且模棱两可。 在这种情况下,没有可靠的方法来知道是否应删除骨骼GameObject
(带有用户数据),将其移动到层次结构中的其他位置或重命名。
Unfortunately SkeletonUtility
offers no functionality for smart resync to a changed hierarchy. This would be very error prone and ambiguous, as bones can be moved in the hierarchy and renamed. In such a case there is no reliable way to know if a bone GameObject
(with user data attached) shall be deleted, moved somewhere else in the hierarchy, or renamed.
如果您知道在Spine中添加了哪些骨骼,现在在Unity中丢失了骨骼,则可以在Unity的层次结构中手动选择父骨骼GameObject
,并在SkeletonUtilityBone
组件处单击Add Child Bone
或Add Override
。 从骨骼到骨骼层次,它提供的功能与SkeletonUtility
为整个骨骼提供的功能相同。
If you know which bones were added in Spine and are now missing in Unity, you can manually select the parent bone GameObject
in the hierarchy in Unity and at the SkeletonUtilityBone
component hit Add Child Bone
or Add Override
. It offers the same functionality from this bone down the bone hierarchy as SkeletonUtility
offers for the whole skeleton.