• Unity
  • [Unity] Spine Unity Examples

Full install package of latest Spine CSharp and Spine Unity Runtime with Examples.
Normal
http://esotericsoftware.com/files/runtimes/unity/spine-unity.unitypackage

TK2D OBSOLETE Please use 'Normal' spine-unity runtime and see TK2D Import video below
http://esotericsoftware.com/files/runtimes/unity/spine-tk2d.unitypackage

General Unity Workflow

TK2D Setup Process

Eye Constraint

Ground Constraint

Basic Character Control with Spine and Box2D in mind.

Additive Glow Effects
viewtopic.php?f=11&t=3438

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Rope and Spikeball from this thread
viewtopic.php?f=11&t=3453

Spine Attributes

Shared Atlas between Skeletons

Spine Unity Sprite Attachments

viewtopic.php?f=7&t=4206

Bounding Box Attachments

viewtopic.php?f=7&t=4218

Ragdolls

Ghosting

Awesome.

Updated with Ground Constraint.

If anyone would like any specific examples of "How to" or "How would Mitch do", please post here 🙂

Mitch :

If anyone would like any specific examples of "How to" or "How would Mitch do", please post here 🙂

Hi, Mitch, how to bind this 'ground constaint' with 2D collider?

13 天 后
Rayvell :
Mitch :

If anyone would like any specific examples of "How to" or "How would Mitch do", please post here 🙂

Hi, Mitch, how to bind this 'ground constaint' with 2D collider?

Check the use2D parameter on ground constraint.


Bunch of improvements to the importer are now on Git.

Also added a Basic Platformer example with one of my current project's characters to the official repo. It's not perfect but hopefully it'll get some of that "Make a game with Spine" stigma out of the way! :nerd:

Please let me know if there're any problems!

Once again amazing work Mitch!! Still waiting on our animator to wrap up some of the new animations, but I can't wait to dig into this stuff! Thank you, thank you, thank you!

9 天 后

One question! Can I change the prefabs which spine imports to me? (Scale, Position).

I changed some prefabs and it seems spine reseted everything to default sometime! Am I doing it wrong?

wagenheimer :

One question! Can I change the prefabs which spine imports to me? (Scale, Position).

I changed some prefabs and it seems spine reseted everything to default sometime! Am I doing it wrong?

Mm.. I thought I fixed this... make sure you're using the latest Spine Unity runtime.

7 天 后

Hey Mitch,
Could you do a walk through of rigging a character specifically using constraints, deforming one image with multiple bones.
Thanks.

I really dig that ground constraint functionality, but here's one thing that's not really clear to me - what if I wanted to have rigidbody component on that raptor, so that I can have gravity and apply force to him?

If I understand it correctly, by adding the rigidbody, the raptor would now "fall through" the platform underneath him. I would therefore need to add a boxcollider2d to the raptor, which would in turn interfere with those ground constraints - just try adding a boxcollider2d and then test the raptor on the an inclined platform - it looks weird.

Or better yet, here are some pictures from our test - just a simple sticky figure.
On the first picture, you see our sticky figure as he should look on a horizontal platform.

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However, when you rotate the platform to an inclined position, his hind leg stands out (second picture). The box collider is too low, preventing the ground constraints to do their job.

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On this picture, you see the sticky hero as he should ideally look on an inclined platform - which we achieved by moving the collider a little bit higher.

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However, when you rotate the platform so that it's horizontal, he now looks weird (a marriage proposal, maybe?).

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There's no way to position the collider in a way that would look good on an inclined plane and simultaneously look good on a horizontal plane. It's either or. We also tried to substitute the box collider with a small circle collider centered at the bottom, which looked slightly better, but not perfect, especially on higher inclines. We also tried having two circle colliders, one for each leg, but that doesn't work either.

Is there any way to use the rigidbody component and the ground constraints at the same time?

On a different note - thanks for all the hard work! It's really awesome just to be able to play with this stuff in the editor.

There are a few methods to deal with this. The first is to take care in the layer masks for ground constraint that it ignores everything except an environment layer.

The next for bipedal characters is to align just the hip bone with the ground normal the character is above. This all comes up with 3D character control too and there is really no end-all solution heh

PaulMcG :

Hey Mitch,
Could you do a walk through of rigging a character specifically using constraints, deforming one image with multiple bones.
Thanks.

:rofl: me next please

PaulMcG :
PaulMcG :

Hey Mitch,
Could you do a walk through of rigging a character specifically using constraints, deforming one image with multiple bones.
Thanks.

:rofl: me next please

That sounds like a job for Shiu lol

Seriously though I'm probably going to talk through making a gun control rig with constraints, I guess I can 2-part it and cover initial setup n stuff too.

Mitch :
PaulMcG :
PaulMcG :

Hey Mitch,
Could you do a walk through of rigging a character specifically using constraints, deforming one image with multiple bones.
Thanks.

:rofl: me next please

That sounds like a job for Shiu lol

Seriously though I'm probably going to talk through making a gun control rig with constraints, I guess I can 2-part it and cover initial setup n stuff too.

I've actually just done a video on that topic. Video is encoding now and will be uploaded to YouTube within the next 15 minutes 🙂


Video is now up

Speaking of the platformer example from Mitch.
If I walk down stairs or angled platforms, the player is keep falling rapidly, what stops the player from being able to jump. Is there an easy way to prevent this?

edit: Found some solutions here ->
http://answers.unity3d.com/questions/33 ... -walk.html

I hope I'll get them work with Mitch's platformer controller example.

Thanks Shiu, Really helpfull

Hi! We're using Spine for animations at our work, and only just getting into it. Fascinating program!

The programmers are running into an issue though where Unity doesn't seem to be able to process any of our Stepped/no interpolation commands in Spine. Is there some process we're missing?

Example: if we have image01 on frame 5, and image02 on frame 10, and we don't want it to tween between them... Currently we have to copy frame 5 and paste it on frame 9. Is there a simpler way to do this so the Unity program just knows when tweens aren't supposed to happen? (It's also causing rare, very very rare, flickers between swapping graphics in adjacent frames because we can't set it to no-interpolation for Unity. Very rare! It works smoothly like 95% of the time.)

EDIT:
It would also be nice if there was a feature that allows us to remove interpolation from certain frames in our animation, on the anim side! That would be soooo sweet. 🙂

Thanks!

@MelanieA you can select keys in the Dopesheet then in the Graph Editor set the keys to be stepped. This can be done on the white keys in the top row of the Dopesheet to affect all keys on that frame.

Shiu :

@[已注销] you can select keys in the Dopesheet then in the Graph Editor set the keys to be stepped. This can be done on the white keys in the top row of the Dopesheet to affect all keys on that frame.

Heya!

I did know about these, but when it gets to the programmer, for some reason in unity it doesn't seem to recognize that particular command no matter how we put it in?