wiige Thanks for your quick response! But, the binary one is perfect, but the JSON one does not seem to be updated. Perhaps the English page update itself did not load properly on your end? I am attaching here the .md file of the current English version of the JSON export format page just in case you need it:
Spine Runtime 4.0 zh-CN translation
Misaki I added the translation of git example page at line 3 and removed the deprecated line 12:
Whether there exist more content update of spine-json-format that I have missed? but, so sorry I failed to locate them all......
Could you please offer me a diff file/link for spine-json-format so that may relieve my burden of tracking content changes?
wiige Thank you for the clarification! Sorry, apparently I had left the previous zip on my local, and I had mistakenly unzipped it and misunderstood. What you have translated is correct! The JSON export format page is updated: https://zh.esotericsoftware.com/spine-json-format
@wiige FYI: We've added two new documentation lines to the spine-unity documentation page, regarding recently added Physics Constraints
Inspector settings at both SkeletonRenderer
and SkeletonGraphic
components:
https://diffy.org/diff/16052a61d5755
@wiige Thanks very much for the quick update! We've updated the page:
https://zh.esotericsoftware.com/spine-unity
@wiige FYI: We have added a new Inspector property to the Physics Constraints
section of both SkeletonAnimation
and SkeletonGraphic
components (under the Advanced
section). You can now set Movement relative to
to your reference Transform if you don't want absolute movement to affect Physics Constraints but only relative movement.
The diff can be found here:
https://diffy.org/diff/23727c4612f3c
As you can see in the diff above, the Physics Constraints
list bullet point item is now a separate *
item with a sub-list for the two parameters, instead of the previous single item *Physics Constraints* - *Transform Translation* and *Transform Rotation*
. The text of *Transform Translation* and *Transform Rotation*
is exactly the same as before.
Harald thanks for your explanation! I have done the update of https://zh.esotericsoftware.com/spine-unity at:
@wiige Thanks as always for your very quick update!
We've updated the page accordingly:
https://zh.esotericsoftware.com/spine-unity
And sorry that it's been two small updates in such a short period. If we knew the second update was following so shortly after, we would have combined the two. I hope it wasn't too annoying.
@wiige FYI: We've updated the spine-unity documentation to recently changed physics properties, plus added new Spine Preferences default values as well:
https://diffy.org/diff/527ac6267ccb3
Notes:
1) At the start of the diff in section Editor Instantiation, the three lines below Default Loop are the additions to the Spine Preferences (it's a bit confusing where that's from otherwise).
2) The section is now called Physics Inheritance
instead of Physics Constraints
.
3) This single line is removed completely: *Transform Translation* and *Transform Rotation*. When enabled, the GameObject Transform translation and rotation movement is applied to PhysicsConstraints of the skeleton.
4) Position and Rotation sections are added separately now, with much more text (since it's a bit harder to understand the scale factors perhaps).
5) The second Physics Inheritance
section again contains the exact same text, so it's suitable for copy&paste (and perhaps indentation needs adjustment, which is one tab deeper IIRC).
6) Also the docs section of the OnMeshAndMaterialsUpdated
callback delegate was improved and code samples added, it's now moved to a separate new subsection just below, starting with SkeletonRenderer Update Callbacks
.
We hope that this is now the last change of the physics Inspector section. Sorry again for the frequent updates. I'm mainly posting this here so that the changes don't get lost, feel free to wait for future changes before starting to translate anything.
Harald As you can see in the diff above, the Physics Constraints list bullet point item is now a separate * item with a sub-list for the two parameters, instead of the previous single item Physics Constraints - Transform Translation and Transform Rotation. The text of Transform Translation and Transform Rotation is exactly the same as before.
i noticed that * show up now, shall I reformat the entire documentation ? I have replaced them with - for alignment.Please let me know if it's better to correct that.
@wiige Sorry to interrupt, but I would like to ask you to translate: Could you please translate the section of notes about UE5.3 that was added to the spine-ue4 runtime? (This note was added a long time ago, but I forgot to share it with you. My apologies!)
For now, new text has been added in English to the Chinese doc, so I would appreciate it if you could replace the English part:
You can find the difference here: https://www.diffchecker.com/VxuTfPzr/
wiige Great to hear that it hasn't been too annoying, thanks very much for you update!
We've updated the documentation page accordingly.
wiige i noticed that * show up now, shall I reformat the entire documentation ? I have replaced them with - for alignment.Please let me know if it's better to correct that.
The dashes look perfectly fine and the result seems to be the same, so no need to reformat anything. But thanks for the offer!
wiige Great, thanks for always responding so quickly! I uploaded the translated file and it looks perfect! https://zh.esotericsoftware.com/spine-ue4
a render error found on page Amplify-Shader-Editor
is it just my browser problem, or page was broken?
here are updates of page:
spine-phaser
and
spine-flutter
wiige Thanks for reporting the issue! That section was actually broken, so I tried to fix it, and while it was an improvement over what you reported, I noticed that for some reason I could not display that part correctly in the same way as other language pages, even when I copied and pasted the same text. I will look into it later.
I will reflect the updates in the Phaser and Flutter docs!
Fixed! It seems that the problem was caused by converting the part that originally used half-width spaces to full-width spaces.