I've implemented the mix and match example and am building skins dynamically based on the player selection. When using the SkeletonAnimation in a scene, everything works perfectly. However, I also want to display characters on the UI in a profile screen, and so I have used the same implementation with SkeletonGraphic and I am experiencing very strange results.

Prior to setting the dynamically created skin, the skeleton looks like it does in the editor. But then once I assign the new skin several pieces of the character shift in their position. I've tried deleting and recreating the SkeletonGraphic, re-importing, etc. The only thing that changes is that different pieces of the character shift around. One time the hand was floating above the head. Right now, the shoes are detached from the character.

In the attachments below, you can see the version in the editor where the shoe is attached properly, and what I'm seeing once I dynamically create the skin in-game. It also looks like the draw order is different on the SkeletonGraphic version, as you can see the seams on the pants that should be hidden like they are in the last attachment.

Any assistance would be greatly appreciated!

Screen Shot 2022-05-12 at 8.15.11 AM.png

Screen Shot 2022-05-12 at 8.14.46 AM.png

Screen Shot 2022-05-12 at 8.18.29 AM.png
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Sorry to hear that you're having troubles! I'm afraid we need more info about your setup, also about which version of the spine-unity runtime (name of the unitypackage, also listed in Assets/Spine/version.txt) you are using.

How are you combining and repacking the skins, did you use the code from the Spine Examples/Other Examples/Mix and Match example scene, and the MixAndMatchGraphic script? Could you please share some code of the relevant parts? Or even better, could you please send us a minimal Unity project that still shows this problem? You can send it as a zip package to, briefly mentioning the forum thread URL so that we know the context.

Please note that combining skins without repacking might cause problems with the single-texture limitation of SkeletonGraphic.
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