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Help solve the problem, after updating Unity when selecting any object of Spine2D, here comes this error https://pastebin.com/FThuMEFW

Unity 5.6.f21
Last installed spine-unity-3_6-2017-06-26 Compatible with Spine 3.6.x and Unity 5.6-2017.1


NullReferenceException: Object reference not set to an instance of an object
UnityEditor.PropertyHandler.OnGUILayout (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:198)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7569)
UnityEditor.EditorGUILayout.PropertyField (UnityEditor.SerializedProperty property, Boolean includeChildren, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7563)
Spine.Unity.Editor.SkeletonAnimatorInspector.DrawInspectorGUI (Boolean multi) (at Assets/Spine/spine-unity/Editor/SkeletonAnimatorInspector.cs:48)
Spine.Unity.Editor.SkeletonRendererInspector.OnInspectorGUI () (at Assets/Spine/spine-unity/Editor/SkeletonRendererInspector.cs:385)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1229)
UnityEditor.DockArea:OnGUI()

@Dmitriy Makeyev That's the same issue here! Spine 3.36 Error??
Should be fixed on the current one.

4 个月 后

Hi, getting these warnings and errors after importing into an empty 2017.2.0f3 project:

build: http://esotericsoftware.com/files/runtimes/unity/spine-unity-3_6-2017-10-16.unitypackage

Script 'Animation' has the same name as built-in Unity component.
AddComponent and GetComponent will not work with this script.

Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(233,22): warning CS0618: UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'

Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(233,22): warning CS0618: UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'

Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(234,22): warning CS0618: UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'

Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs(234,22): warning CS0618: UnityEditor.EditorApplication.playmodeStateChanged' is obsolete:Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'

Use of UNITY_MATRIX_MV is detected. To transform a vertex into view space, consider using UnityObjectToViewPos for better performance. - SpineVertexLighting.cginc

Shader error in 'Spine-SkeletonGraphic-TintBlack': undeclared identifier 'i' at line 113 (on d3d11)

That should be fixed now. Latest unitypackage dated today.
The first warning is harmless. But Unity Tech said they won't remove it.

3 个月 后

Thanks for this information...
🙂

4 个月 后

Does branching no longer necessary in this version?

Not sure what you mean? On GitHub there is currently a 3.6 branch and a 3.7-beta branch.

I meant branching mesh in Spine Editor. Re-branching the mesh to all points after we add in middle one, I meant.
The yellow lines in picture. Do we have to do it manually or it's automatically now?

You always need to create the orange edge lines manually, but they are optional. You only need the orange lines when the gray lines that Spine creates automatically are not sufficient for your needs. In other words, the orange lines allow you to control how Spine performs triangulation. Please see the Edges documentation here:
Meshes - Spine User Guide: Edges

Some people go crazy and add a bunch of orange lines to their mesh simply because they like how it looks (looking at you, Shiu). However, if you create an orange line over a gray line, the resulting mesh is exactly the same. Well not exactly, the orange lines may make it easier for you to select parts of your mesh, especially if you hold down shift when clicking an edge (for edge loop selection).

Weird, the orange lines doesn't show in my editor. Just update it to 3.6.52.

Did you click a mesh, then the Edit Mesh button, then the Create tool, then drag starting from a mesh vertex?

I did. It's all white lines. No orange. Strange.

From that screen you need to click and drag from any vertex to create manual edges.

Nate :

From that screen you need to click and drag from any vertex to create manual edges.

I get it now, thanks a lot.
😃

3 个月 后

Hi tldmstldls, I get your situation only when I open the weights panel, select a mesh that is bound to some bones, but I don't select the Weights tool:

But when I click the Weights tool, they become enabled:

Is it the same for you?
(more info here: Weights - Spine User Guide: Weights tool )

Thank you very much Erikari
Completely resolved!
I should have asked earlier.

We'll make it a bit more intuitive by not disabling the checkboxes, instead clicking them will select the Weights tool. :beer:

11 天 后

Hello. Will it be free for customers who have purchased a license for Spine ?