pixilestudios

Hey, I am wondering if I am doing something wrong regarding skin clones. We have a mix and match system that had been working fine in 3.7 ( and is mostly fine in 3.8 ). However it seems with any bones that are using the new skin-bones feature, they get messed up:
Untitled.png

What the arm-flaps should look like:
Untitled3.png


All of our characters with outfits are created like so:
characterSkin = skeletonData.FindSkin(currentCharacter.characterSpineSkinName);
currentCustomSkin = characterSkin.GetClone();
[bunch of attachments cloned for outfit]
[...]
skeleton.SetSkin(currentCustomSkin);
skeleton.SetSlotsToSetupPose();
Are we doing something wrong or is there a step I am missing? It all still works fine aside from any places we utilized the new skin bones. And the characters look fine if set without using clones.

Thanks.
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pixilestudios
  • Posts: 16

Fainder

needless to say, it displays no issues in the editor
Screenshot_4.png
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Fainder
  • Posts: 60

Mario

Looks like the GetClone() extension method is buggy. It does not copy the skin bones and constraints, but only the attachments.

spine-runtimes/SkinUtilities.cs at 3.8

I've alerted Harri, he'll fix it asap.
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Mario

Mario
  • Posts: 2302

Harald

We are sorry for the trouble!

The issue has been fixed, new unitypackages can be downloaded here as usual:
Spine Unity Download

Thanks for reporting!
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Harald

Harri
  • Posts: 1951

Fainder

thank you! <3
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Fainder
  • Posts: 60

pixilestudios

Thanks! Just tested and it 's all fixed.
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pixilestudios
  • Posts: 16

Harald

Glad to hear, thanks for letting us know!
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Harald

Harri
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