Thanks for looking into it, Nate! I can confirm your solution works.
By the way, just hitting "play" seems to be enough to get the resolution change to stick. No need to restart Unity.
Thanks for looking into it, Nate! I can confirm your solution works.
By the way, just hitting "play" seems to be enough to get the resolution change to stick. No need to restart Unity.
Yep, got the latest runtimes as of 3 hours ago.
I've also tried with rotated textures disabled in the Texturepacker settings: The result is different in Unity, but no less broken than what's in the screenshot above.
I'm playing around with the Unity runtime and it works fine for Spineboy, the goblin and the powerup examples when I export them as JSON from Spine and generate an atlas using Texturepacker in LibGDX format.
For some reason the dragon example doesn't work in Unity though. There's no error message, it just shows up completely garbled, as if it reading the wrong areas from the texture atlas:
When I play the animation in Unity the movement looks similar to what I see in Spine, except for the wrong textures.
I'm using the same Texturepacker settings as I did for the other examples, so I'm not sure what the problem could be that's specific to the dragon?
First of all thanks for this! Should be very useful.
I've imported your unitypackage (as well as the C#-runtime) and everything seems to compile fine. However, when I open the included Spine-tk2d example project, I don't see anything. I have the "spineboy tk2d Skeleton" object in the hierarchy and it appears to have all the necessary components, but nothing shows up in the scene or game view.
It's also writing these errors to the log without pointing to the file that causing the exception:
!IsFinite(outDistanceForSort)
!IsFinite(outDistanceAlongView)
The examples from the original C#-runtime work just fine.
Hi, I'd like to get the Kickstarter badge, please.
Name: Stefan Minning
Email: stefanminning+kickstarter@gmail.com
Cheers!
terrymisu :When you say running in the background, can you clarify?
When the Spine window is completely covered by another window (in this case Firefox) the processor usage goes through the roof: Stays between 90-95% until I bring Spine into the foreground, at which point the usage drops down to 20-60%.
However, even when Spine is the active application and fully in focus, it still uses way more CPU than it should when idle. I'm not playing an animation, not tweaking any values and for some reason Spine still uses a large amount of CPU cycles (apparently) just for redrawing the window. As I said earlier, other software including Maya and Photoshop does not exhibit this behavior.
Basically, whenever I turn on Spine I can expect the fans to spin up like crazy to the point that I dislike opening the application at all...
Indeed, the CPU usage gets even worse when Spine is not the active application or behind another window. I'm writing this message in Firefox with Spine running in the background and it's just gobbling up CPU cycles to the point that there's significant lag when typing.
I'm seeing unexpectedly high CPU usage for the Spine process on Mac OS X 10.8.2 even when it's just sitting idle in the background. It appears to be utilizing an entire core at all times. In the activity monitor I can see the processes' CPU usage fluctuating heavily between 20-60%.
The reason this bothers me is that the high processor usage causes the fans to run at full throttle whenever I'm working in Spine, which I find very annoying.
Other much more heavy applications including After Effects, Photoshop and Maya use nowhere near as much processing power (when idle) and do not cause the fans to spin up.
Any chance this can be addressed in future updates? (Currently using 1.2.3 but the behavior was similar in previous versions.)
Just posting to say that I'm also interested in an option to disable anti-aliasing.
Better yet, it would be great if it were possible to "snap" to a pixel grid, at least for translations. That way the original artwork would remain unchanged while still allowing for certain types of animation.
Fair enough, the current dialog is usable in the meantime, if a bit clumsy. Thanks!
I don't know about the Windows and Linux version, but on Mac OS X the custom file open/save dialog window is less than ideal.
Would it be possible to simply use the operating system's standard dialog?