Hi,
sorry for my very late reply, and thank you for your help!
I understand that even if the number of frames is different, the animation length, in seconds, remains the same.
The problem is that for our game, we make extensive use of the animation events in Spine. These Spine events become Unity animation events, when a skeleton has been imported in Unity. But with the number of frames doubled, a Spine event at frame number 5 (for example) becomes a Unity animation event at frame 10. The problem is that we noticed that it doesn't give the same result.
For example, we have a character that must shoot arrows with his bow. In its attack animation, we have a "fake" arrow. At the frame in which the fake arrow disappears, we have a Spine event, which is used in Unity to instantiate our actual Arrow Game Object. Even if the event in Spine is placed at the first frame in which the "fake" arrow is hidden, in Unity we notice few instants during which the fake arrow is hidden, but the actual Arrow Game Object has not been instantiated yet!
Is there a way (even a hack) to import Spine animations leaving the number of frames exactly like in the Spine editor?
Sorry to bother you again and thank you again for your help!
Hi,
sorry for my very late reply, and thank you for your help!
I understand that even if the number of frames is different, the animation length, in seconds, remains the same.
The problem is that for our game, we make extensive use of the animation events in Spine. These Spine events become Unity animation events, when a skeleton has been imported in Unity. But with the number of frames doubled, a Spine event at frame number 5 (for example) becomes a Unity animation event at frame 10. The problem is that we noticed that it doesn't give the same result.
For example, we have a character that must shoot arrows with his bow. In its attack animation, we have a "fake" arrow. At the frame in which the fake arrow disappears, we have a Spine event, which is used in Unity to instantiate our actual Arrow Game Object. Even if the event in Spine is placed at the first frame in which the "fake" arrow is hidden, in Unity we notice few instants during which the fake arrow is hidden, but the actual Arrow Game Object has not been instantiated yet!
Is there a way (even a hack) to import Spine animations leaving the number of frames exactly like in the Spine editor?
Sorry to bother you again and thank you again for your help!