• Unity
  • What caused my character’s image hierarchy went wrong?

While I put one of my characters in Unity and the position of the camera was changing, my character’s face (image hierarchy) went all wrong. I didn’t even touch the SkeletonAnimiation, I only changed the position of the camera or zoom in and out. I have many characters, and that character is the only one has the problem, the rest is okay. Could you please tell me what might cause this problem? Could it be something I did wrong when I created the character in Spine or when I was trying to import the character into Unity?


Right


Wrong

Also, one of my character’s Default Mix Duration is 0.2s, while it is switching from one animation to another, the pictures that should have been hidden suddenly appear; however, the animations which have switched actually have nothing to do with the pictures that should have been hidden. Also, when I set the Default Mix Duration to 0, the problem is gone. I would love to know what causes the problem and why is that?

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Regarding the first problem, it seems like incorrect sorting order of images, right?
You can set the Z-Spacing parameter in SkeletonAnimaiton component inspector under Advanced. Then have a look at the character from the side.

Regarding your second problem, unfortunately I do not quite know what you mean. Please provide more context in this regard, which pictures are appearing, etc.

Harald :

Regarding the first problem, it seems like incorrect sorting order of images, right?
You can set the Z-Spacing parameter in SkeletonAnimaiton component inspector under Advanced. Then have a look at the character from the side.

Regarding your second problem, unfortunately I do not quite know what you mean. Please provide more context in this regard, which pictures are appearing, etc.

After I adjusted the Z-Spacing parameter, through observing the character from the side, I found that there were two images at a very close distance. When I changed the size of the camera or change the position of camera, those two images showed an error in the Game View; however, those two images did not have a sequence error in the Scene View. So, is was the problem of the camera when it was in the sequential processing of the images? Or it was something else?
About my second question, parts of my character will use some pictures only when they were running Animation A for example (those pictures were hidden in other animations), but as my character switched animation from B to C, the hidden pictures suddenly appeared for a very short time. However, when I set Default Mix Duration from 0.2s to 0.1s, the problem resolved. I wonder what is the cause of this problem? Did I handle it correctly?

What do you consider an "error" here, do you mean undesired draw order? Does this problem occur when you have only a single character visible, or is it a problem then two or more interact?

You could have a look at the draw order in Spine and whether you could change it in the Spine Editor, then reexport and check again in Unity.

5 天 后
Harald :

What do you consider an "error" here, do you mean undesired draw order? Does this problem occur when you have only a single character visible, or is it a problem then two or more interact?

You could have a look at the draw order in Spine and whether you could change it in the Spine Editor, then reexport and check again in Unity.

Yes, the “error” is the undesired draw order I mentioned earlier. There were two images of my character’s face starting to show a wrong draw order when I move the position of the Unity’s camera without touch anything else. The image which should be covered (under) were switched on the top in the Game View, and it is only happening to one of my characters while it has no interact with anything else. However, I do have other characters visible in the sense when this problem occurred.

Could you please post some images of your Scene and Game view (larger ones please), with different perspectives in the Scene view, with Z-Spacing set to a high (negative) value?

7 天 后
Harald :

Could you please post some images of your Scene and Game view (larger ones please), with different perspectives in the Scene view, with Z-Spacing set to a high (negative) value?

The picture below is how my character looks in game view when I set the maximum value of Z-Spacing to -0.1. On the left is the one with undesired draw order (face part), and the right side is how it supposed to look.

The following pictures are my character viewed in different angles.



However, I discovered that this mistake almost never happens when I have only one character in my scene.

In your images of the scene view I cannot clearly see where the incorrect red part of the face is coming from.
Are there any problems at all in the Scene view ? Or do they only occur in the Game view?

Does your skeleton use multiple atlas pages (multiple .png files) or materials?

Yes, the problem only appears in game view, there is no problem in scene view.
My character's skeleton uses three atlas pages and three materials, and each of the .png file is at 8192*8192 maximum.

Could you please post the atlas pages (in small version) here, so we know what your image regions look like that are combined here. I still don't see where the incorrect red part is coming from.

6 天 后
Harald :

Could you please post the atlas pages (in small version) here, so we know what your image regions look like that are combined here. I still don't see where the incorrect red part is coming from.

The pictures below are image A (the one with red part) and B. For the right circumstances, the image B should be on top of the image A; however, with the undesired draw order, the image A is now on top of the image B.
the image A
the image B

The picture below is the image C which has the correct draw order (the desired draw order).
the image C

Thanks for posting the images, now I understand your setup.

Do the images A and B end up on separate atlas pages?
Could you please send us a minimal Unity project that still shows the problem to contact@esotericsoftware.com, e.g. the exported Spine assets that you are using in Unity, plus a scene that shows the problem. Then we can have a look at your problem.