- 已编辑
Just tried it. It works better than what I thought your description meant. yay!
(Is Spineboy spinning clockwise or counterclockwise?)
Just tried it. It works better than what I thought your description meant. yay!
(Is Spineboy spinning clockwise or counterclockwise?)
Great!
spine-libgdx, spine-csharp, spine-c and the runtimes that use those support it so far.
Awesome ! Oh man this is gonna help so much for our character, since we often had to flip his weapon and arms depending on his orientation
Sweet now I get to find some way to un**** Skeleton Utility for Unity
Sorry Mitch!
Nate :Sorry Mitch!
Yea Bone FlipX is not possible with Unity hierarchy
I have no problem leaving the bones in there, but they aren't ever going to line up correctly because hierarchy mirroring via a non-local axis isn't a thing....
https://github.com/EsotericSoftware/spi ... s/pull/308
Grumble grumble 5 hours of work grumble.
Works. Mostly. No Flip Y but I don't care. Unity package updated too.
Yeesh, a bit hairy but quite neat that it works! No flip Y!?
Can you set your IDE to use tabs instead of spaces?
/me hides
Nate :Yeesh, a bit hairy but quite neat that it works! No flip Y!?
![]()
Can you set your IDE to use tabs instead of spaces?
/me hides
Ah sorry, result of me trial'ing VS2013. Havent gotten it tuned up yet.
Hi, Is there a way to change the color of slots or flipping the skeletons using GUI in unity .. I mean in the inspector?
Currently, no.
We're likely to include a separate script called "SkeletonInitializer" or something to do this in 3.6.
For technical, clarity and code-usability reasons, it's not ideal to include it in the main component.
You can also write this script yourself right now if you're experienced, but it may be a bit confusing if you're new to Spine-Unity and/or Unity.