turtle1985

Hi,

I'm having a trouble with SkeletonGraphic not loading multiple atlases properly.

After quick googling, I found that SkeletonGraphic is based on MaskableGraphic that doesn't support multiple textures.

After some more googling, I found that this thread that Pharan mentioning there's a way to workaround;

http://esotericsoftware.com/forum/need-help-SkeletonGraphic-UnityUI-for-2-materials-11038?p=49614&hilit=skeletongraphic#p49614
(i'm having the exact same issue with that thread)

Pharan mentioned that there's another form of SkeletonGraphic to use multiple CanvasRenderer, at the cost of sacrificing masking feature, but he never described how to use that form.

So PLEASE, anyone with similar experience, guide me how to workaround this, or if there's a better way to do it.

Thanks,
turtle1985
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Harald

Unfortunately we do not yet have a 3.7 version of Pharan's experimental component ready.

Pharan published his experimental version as a unitypackage (containing a single component only) quite some time in the past for 3.6 here:
SkeletonGraphic(UI) Problem
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Harald

Harri
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turtle1985

Thanks!!! Good thing that our team is using ver 3.6. that should work just fine.
turtle1985
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refractedthought

I'd like to add a vote toward supporting this feature. Our project will hit a pain point from this in a matter of months otherwise.
refractedthought
  • Posts: 5

Tobiaaatch

sorry for digging out this old topic,
but we are having the same problem with Multiple Atlases + MaskableGraphic in Unity.

The only way is to script something on our own for that problem?

Keep up the awesome work!
Game of Goats
we are developing a competitive turn-based mobile party game, with minigames from the good old days. Based in Germany.

www.gameofgoats.de
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Tobiaaatch
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Harald

Tobiaaatch wrote:The only way is to script something on our own for that problem?
I fear that there is no simple solution of a script that provides the required functionality. The solution would be to have the SkeletonGraphic component generate one GameObject with a CanvasRenderer component per submesh instruction and fill it with data accordingly. The code used for the mesh generation also needs to be modified accordingly. I hope that we will get to implement this soon, now that some major high priority tasks have been completed.

Issue ticket for reference:
[unity] Support multiple atlas textures at SkeletonGraphic · #1592
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Harald

Harri
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refractedthought

Hi, Harald.

I see you assigned this issue to yourself. Can you comment on the likelihood of this reaching the next release? Ballpark ETA? We're still hoping to see it soon. I made some adjustments to delay hitting the wall, but we're still going to hit it.
refractedthought
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Harald

@refractedthought If everything goes well, I will be able to start working on it today.

---

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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foriero

Lovely work Herald. Thank you very much.
Founder & CEO Foriero s.r.o.
https://studio.foriero.com
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foriero
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Harald

Thanks Marek, glad you like it! :cooldoge:
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Harald

Harri
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refractedthought

Thanks, Harald!

I will integrate this and try it out when I finish working through some other dev priorities.
refractedthought
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