Nick

How to automatically add "Default BlendModeMaterials" to SkeletonDataModifiers on every new SkeletonDataAsset?

Most of my skeleton use multiply layers. It is just easy to forget and more work to do to manually add BlendModeMaterials on each newly added or re-exported character.
Nick
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Harald

I fear we do not offer any automatic assignment of BlendModeMaterials yet.
I will add this setting to the Spine preferences window, I just created a ticket for this feature here:
https://github.com/EsotericSoftware/spine-runtimes/issues/1559

Regarding re-exported characters: these should keep their BlendModeMaterials set when overwriting the three exported assets with new ones. Did you encounter something different in this regard?
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Harald

Harri
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Nick

Harald wrote:I fear we do not offer any automatic assignment of BlendModeMaterials yet.
I will add this setting to the Spine preferences window, I just created a ticket for this feature here:
https://github.com/EsotericSoftware/spine-runtimes/issues/1559
I know. I am just wondering if I can inject a line of code to hardcode this somewhere in the runtime library to make this happen as a work around for me.
Harald wrote:Regarding re-exported characters: these should keep their BlendModeMaterials set when overwriting the three exported assets with new ones. Did you encounter something different in this regard?
If I just overwriting the 3 exported assets without deleting other generated files. Things sometimes got broken in the past. It maybe no longer the case in current version. I just get used to clean everything due to past experience. May be I could try not to do so in the newest version and how things goes.

Thanks

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Oh btw, although my question is "How to automatically add "Default BlendModeMaterials" to SkeletonDataModifiers on every new SkeletonDataAsset?"

I think the direction should be :
when detected slot with non-Normal blend mode, add "Default BlendModeMaterials" automatically so that rendering of the slot could be correct.
instead of adding a setting to add a "Default BlendModeMaterials" to every new skeleton asset.
Nick
  • Posts: 97

Harald

Nick wrote:If I just overwriting the 3 exported assets without deleting other generated files. Things sometimes got broken in the past. It maybe no longer the case in current version. I just get used to clean everything due to past experience. May be I could try not to do so in the newest version and how things goes.
Deleting the old files prior to copying them over should not be necessary, that would be very bad in terms of lost settings and references.
If you should really encounter any problems in this regard, please let us know so we can fix them.
Nick wrote:when detected slot with non-Normal blend mode, add "Default BlendModeMaterials" automatically so that rendering of the slot could be correct.
Good point, this would indeed be very helpful. I changed the title of the ticket accordingly:
https://github.com/EsotericSoftware/spine-runtimes/issues/1559
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Harald

Harri
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