• Unity
  • Several SkeletonGraphic broken after update

Hello,

We were using Spine 3.8 (patch from March if I am not mistaken) and Unity 2020.3.2f1 and this week we updated it to the version 3.8 from June (the most recent) and Unity to 2020.3.12f1 (last LTS).
After doing that, lots of animations of SkeletonGraphics stopped working. No animations, no skin change after the first SetSkin... these are some of the problems we have encountered so far.

We decided to go back to the previous Unity and Spine versions and try to update just Unity and everything was back to normal. It's when we update the Spine runtime to the last version when problems start to occur.

I know Spine 3.8 has official compatibility with Unity 2020.2 but not 2020.3, but as the previous Spine patch works with the last Unity 2020.3, my question is: is this a problem with the compatibility? Or has been some changes in the Spine runtime we should know?

Thanks in advance.

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xalbertus yazdı

After doing that, lots of animations of SkeletonGraphics stopped working. No animations, no skin change after the first SetSkin... these are some of the problems we have encountered so far.

This is not something we have encountered before. Which version of the Spine Editor have you been you using for exporting the skeletons? Did you receive any error messages after updating the spine-unity runtime? If you don't remember, you could reimport just a single directory that contains problematic skeleton assets to receive any error messages again.

Harald yazdı
xalbertus yazdı

After doing that, lots of animations of SkeletonGraphics stopped working. No animations, no skin change after the first SetSkin... these are some of the problems we have encountered so far.

This is not something we have encountered before. Which version of the Spine Editor have you been you using for exporting the skeletons? Did you receive any error messages after updating the spine-unity runtime? If you don't remember, you could reimport just a single directory that contains problematic skeleton assets to receive any error messages again.

Hey Harald, thanks for the response, as always.

We didn't receive any errors after updating the spine unity runtime. The Spine Editor the artist use is 3.8.99.

Could you perhaps send us a minimal version of your Unity project that still shows the issue? You can send it as a zip package to contact@esotericsoftware.com (and in the email shortly mentioning the url of this forum thread so that we immediately know the context), then we can have a look at what's going wrong.

Harald yazdı

Could you perhaps send us a minimal version of your Unity project that still shows the issue? You can send it as a zip package to contact@esotericsoftware.com (and in the email shortly mentioning the url of this forum thread so that we immediately know the context), then we can have a look at what's going wrong.

I think I found the issue trying to reproduce the problem in an empty project.

We have the Update When Visible set to Only Event Timelines on a few SkeletonGraphics. The thing is, with that setting the assets work perfectly fine until the update 3.8-2021-06-01 where the assets won't update at all.
If I set this to Full Update with the last update, the animation states do change, but the animation is still not played correctly.

Maybe you have some thoughts or some tests I can do to really know what's going on?

EDIT: the animations apparently do work with Full Update, my bad.

So, I reckon there are some changes from the previous version to the last version affecting the Update When Visible parameter? It's weird because the SkeletonGraphics I am using are on the HUD and they are always visible.

Thanks very much for reporting! We were able to reproduce the issue, we are very for the troubles! It seems that while a previous bugfix fixed problems on SkeletonRenderer, the same change actually broke SkeletonGraphic. It turned out the "became visible / invisible" logic actually never worked in the UI, it never changed state.

We have now fixed the issue, unfortunately the only way for CanvasRenderers currently is to use onCullStateChanged, which seems to only trigger when using RectMask2D components. Please keep this in mind in case you need to optimize and disable loads of SkeletonGraphic objects.

New 3.8 spine-unity unitypackage can be downloaded here as usual:
Spine Unity Download

The issue has been tracked under this issue ticket:
https://github.com/EsotericSoftware/spine-runtimes/issues/1910

Harald yazdı

Thanks very much for reporting! We were able to reproduce the issue, we are very for the troubles! It seems that while a previous bugfix fixed problems on SkeletonRenderer, the same change actually broke SkeletonGraphic. It turned out the "became visible / invisible" logic actually never worked in the UI, it never changed state.

We have now fixed the issue, unfortunately the only way for CanvasRenderers currently is to use onCullStateChanged, which seems to only trigger when using RectMask2D components. Please keep this in mind in case you need to optimize and disable loads of SkeletonGraphic objects.

New 3.8 spine-unity unitypackage can be downloaded here as usual:
Spine Unity Download

The issue has been tracked under this issue ticket:
https://github.com/EsotericSoftware/spine-runtimes/issues/1910

Oh wow thank you for looking into it so quickly.

We'll keep in mind about the onCullStateChanged being triggered only with RectMask2D. We don't use that at all, so we'll have to take a different approach. Good to know!

Again, thanks a lot.

5 gün sonra

You're welcome, thanks very much for reporting!