- Modificato
runtime repacking: scale is messed up for non-meshed parts
the rig the artists gave me has a mix of parts/bones/whatver you want to call them - they've turned some of them into a mesh in the spine tool, and others are not meshes (presumably a quad or something).
I'm trying to set this up for runtime repacking and it seems the scale of the textures are seriously out of sync for the non-meshed parts. The textures for the non-meshed parts appear to be 10x larger, at least. note that in the repacked skin atlas, the textures are all the correct size as well.
Any ideas here? should we just turn everything into a mesh? Is there a particular area of the spine runtime code I can look at to see where it's scaling this stuff?
perhaps the intention here is to set your individual sprites to all have a pixels per unit value set up to be scaled -just right- ?
You could try to change the Scale parameter at the SkeletonData asset and see if this fixes the issue: Immagine rimossa a causa della mancanza di supporto per HTTPS. | Mostra Comunque
You could also try to change the import scale of the other non-spine parts, or did I misunderstand your setup? If yes, please post some screenshots, that would greatly help us resolve you issue.
yeah so we realized that if the SkeletonData scale is set to 1.0 and our 'equippable' images are set to 1.0 for their Pixels per Unit (PPU), it looks just fine. Basically:
PPU = 1 / Scale
or
Scale = 1 / PPU
with that relationship in mind, you just need to counter weight the value if you decide to change one of them.