Wonse

Hello, i'm trying to get an effect like this on Unity UI, with the Skeletongraphics :



The circle is not an spine object, just an image on unity.

So mostly it is "integrating a spriteon the characterdraw hierarchy"

It is easy to do with a normal "SkeletonAnimation" and a separator component, but i need it to be a UI object.

But to do it on unity UI, I need it to be with a Skeletongraphics component, and the skeleton render separator dont seem to work with the Skeletongraphics.

Is there a way to make the separator work with skeletongraphics? if it is not possible for now, can I edit the code to make it work or is it a too big work?

Or have i to integrate the circle on the spine file to do this ?

note : i'm using a screen space overlay Canvas.

I found this old topic talking about it, but i dont know if the answer is still up to date
http://hr.esotericsoftware.com/forum/SkeletonGraphic-Is-it-possible-to-use-Separator-9246?p=41839&hilit=separator#p41839
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Wonse
  • Posts: 16

Harald

Unfortunately it is not supported for SkeletonGraphic yet.
I have created a ticket, you can subscribe to it here: [unity] SkeletonRenderSeparator for SkeletonGraphic · #1254

In the meantime you could either integrate the circle on the Spine file as you described, or maybe create an attachment point where you programmatically add the respective GUI circles to it, to keep the GUI separate from the character object.
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Harald

Harri
  • Posts: 2075

kaarloew

We are also very interested about this feature. (drawing one spine inside another one)
kaarloew
  • Posts: 20

Harald

We are glad to announce that support for multiple atlas pages, render separator slots and SkeletonGraphicCustomMaterials has finally arrived for SkeletonGraphic! :nerd:
Info about it can be found in the Changelog and on the spine-unity documentation page.

  • Added support for multiple atlas textures at SkeletonGraphic. You can enable this feature by enabling the parameter Multiple CanvasRenders in the Advanced section of the SkeletonGraphic Inspector. This automatically creates the required number of child CanvasRenderer GameObjects for each required draw call (submesh).
  • Added support for Render Separator Slots at SkeletonGraphic. Render separation can be enabled directly in the Advanced section of the SkeletonGraphic Inspector, it does not require any additional components (like SkeletonRenderSeparator or SkeletonPartsRenderer for SkeletonRenderer components). When enabled, additional separator GameObjects will be created automatically for each separation part, and CanvasRenderer GameObjects re-parented to them accordingly. The separator GameObjects can be moved around and re-parented in the hierarchy according to your requirements to achieve the desired draw order within your Canvas. A usage example can be found in the updated Spine Examples/Other Examples/SkeletonRenderSeparator scene.
  • Added SkeletonGraphicCustomMaterials component, providing functionality to override materials and textures of a SkeletonGraphic, similar to SkeletonRendererCustomMaterials. Note: overriding materials or textures per slot is not provided due to structural limitations.


A separate blog post will follow soon, but we don't wan't to keep the info from you.

You can download the latest 3.8 spine-unity unitypackage here as usual:
Spine Unity Download

Hope you like it! 8)
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Harald

Harri
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