Unfortunately Unity QA team is extremely unresponsive. Seems like we can't rely on them for fixing their own engine, neither can fix anything ourselves since it's a black box. Honestly I can't see any other alternative but to abandon the engine at some point because this is a huge technical debt.
I'm sorry that you have to support it because Unity is very popular and there's no way to ignore it. I will keep the temporary workaround as a permanent solution and won't bother you with this anymore.
Carl
- 16 Haz 2020
- 9 Oca 2017 tarihinde katıldı
- Unity Root Motion with SkeletonAnimator tartışmasındaHarald yazdı
If you use SkeletonAnimator (or SkeletonMecanim as it's called in 3.7) you can precisely animate the root bone in Spine and then tick "Apply Root Motion" at the Animator component on the Unity side - that shall apply root motion at runtime as desired, without the need for the script you mentioned.
Hey, is this still the case ? I can't seem to get it to work.
- Harald yazdı
So in short I see these solutions:
- waiting for Unity to fix the bug.
- finding a different working bloom implementation.
- using a different asset for the procedural clouds that can draw on top of a quad (or asking the asset maintainer).
- using a non-Spine shader on the skeleton (although this will discard some of the vertex-color based features).
Alright man, I will keep you updated when Unity gets back to me about the bug report, hopefully they'll be able to handle it. The ugly fix I've done will work for me for now.
Just so we're on the same page, you've checked out both of these new repros including the one I've sent to Unity, right ?
I mean this one https://drive.google.com/open?id=1E6Z8co6Mm7giuqk4-yB6s7AkKL1VHKS_ - Düzenlendi
Harald yazdıYou could just draw it on top of e.g. a colored quad with the same blue color at the top, brown at the bottom, to have something that writes to the depth and color buffer reliably.
Hey. I've spent an entire exhausting day, but it was impossible to get clouds to draw on top of anything that's drawing depth. I tried everything including overlay cameras, render objects, custom render features and draw order adjustment.
I decided to dig deeper into the root cause of this problem, figured it out and filed a bug report to Unity. Here's a copy of my report with reproduction project links. https://hatebin.com/hsvlfsfeskThen I've made a workaround for Spine shader that solves this problem.
At the very bottom in Spine-Sprite-ForwardPass-URP.hlsl you can set the output alpha of a fragment shader to 1, like so:pixel.a = 1; return pixel;Obviously that's a temporary solution that looks rough around the edges and breaks sprites that don't use depth.
I'm not that great at shaders, so I'd really like a proper solution that won't break things.
Here's a modified repro with the workaround above. (it's no longer using a paid clouds asset). https://drive.google.com/open?id=1IeQHyL1LfEFZpxsQ7fLxwRokUani8GMU
I kinda went through hell, want to take a break now.- Harald yazdı
What I cannot reproduce though is the green area at the hand in your screenshot, however this could be a result of momentary bloom artifacts.
Thanks a lot for looking into that. Don't mind the green hand, it was a result of my clamping experiment where I set the output of a fragment shader to green whenever any pixel exceeds value of 1.
I'm not that great at shaders. You've made much more progress by just looking at it.
But uh, I still need the URP/Spine/Sprite shader because it has way more features that I'm actively using. Let me know if I need to poke the procedural sky developer (or maybe Chromium developers ?) to solve that problem.
Hello. This problem may sound a bit far-fetched, but it's critical for my project. I'm a Spine Pro customer.
Environment: Windows PC, Nvidia GPU, Unity 2019.3.8f1, URP 7.3.1, Spine runtime and shaders 3.8, Chrome 81.
Conflicting asset: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/massive-clouds-screen-space-volumetric-clouds-131898
I've spent quite a bit of time identifying the issue and it's probably related to Spine URP Sprite shader, because none of the other transparent shaders have this problem.The scene is made of sample assets, using the stretchyman_Material with enabled "Write to Depth" (won't reproduce when it's disabled).
Firefox screenshot (looks alright):

Chrome screenshot (broken):

GIF of this bug in the actual project:
Seizure alert. https://i.imgur.com/XTqrful.gifSteps to reproduce:
- Open ReproductionScene in the Assets folder.
- File->Build Settings->Build on a WebGL platform.
- Run Chrome browser with this argument to allow launching local build:
allow-file-access-from-files
- Type build path in the address bar, like D:/Work/Trash/URPSpriteBugRepro/Builds/WebGL/index.html and hit enter.
- Observe the corrupted pixels on sprite edges. They are extremely bright and cause the bloom effect to go wild.
Reproduces on Opera as well.
I can't share the download link publicly since it's using a paid asset, so I've sent @Harald a personal message with minimal reproduction link, including build and the project.
Things I've done so far:
Disabling texture compression.
Trying to clamp output of ForwardPassFragmentSprite in Spine-Sprite-ForwardPass-URP.hlsl like so:if (pixel.r > 1 || pixel.g > 1 || pixel.b > 1) pixel.rgba = half4(0, 1, 0, 1);
return pixel;Didn't work. Bright pixels do get green color, but the artifact still persists. Artifact colors are random as well:

- Reproduction Project tartışmasında
https://drive.google.com/open?id=1qkSoZB5ZueV7e5xxLIyLJyEnNOkOFXPv
Hello, here's reproduction project link regarding this bug:
<!
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<a class="postlink-local" href="http://esotericsoftware.com/forum/Unity-URP-Spine-Sprite-shader-artifacts-in-Chrome-WebGL-13807"><span class='unity18' title='[Unity]'></span> [Unity URP] Spine/Sprite shader artifacts in Chrome WebGL.</a><!
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- Düzenlendi
- Unity crashes when importing spine assets into project tartışmasındaHarald yazdı
Unfortunately I could not reproduce your problem.
Could you please send us your exported assets as a zip package to contact@esotericsoftware.com?We have noticed some bad playback behaviour in the
_SkeletonDataanimation preview window though (performance wise, playback being at 1fps). Also when the generated Material asset is selected, Unity seems to auto-update all the time without reason - which makes no sense at the Material.Anyway, there is a certain chance that this issue will be gone when Unity 2019.3 goes out of alpha state.
I was about to post a new thread about unity updating or re-importing something every second when the animation preview is visible. I was unable to find the exact source of this issue though.
https://puu.sh/DB3tZ/f8ddd7859a.mp4
It starts behaving normally after lagging through one preview, and the lagging behavior could be reset by entering/exiting playmode.This completely hangs Unity when selecting animation asset and sometimes causes crashes.
https://puu.sh/DB3xN/1a3f39bf07.mp4 - Blend Weirdness in Unity 3.5? tartışmasında
Experimental code is still dipping if you're swapping animations before mixing has finished. I'll put a minimum delay to animation swaps for now.