Jamez0r

Heyoo Harald and everyone :D

I have a character that uses the setting "Update When Invisible - Only Animation Status". I just realized a strange thing that is happening (I am using SkeletonAnimation):

1) The skeleton is currently deemed "invisible".
2) An animation is played on the skeleton, and it gets to 50% completed.
3) The skeleton then becomes "visible".
4) A spine event that is keyed earlier in the animation (in my case, on frame 0) is processed immediately when it became "visible".

Is this intended behavior? Or might there be some way to not process any events that happened 'before in the animation', when the skeleton becomes "visible"?

Thanks for the help!!!
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Jamez0r
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Mario

That doesn't sound like intended behaviour. Could you please open an issue at https://github.com/esotericsoftware/spine-runtimes/issues and include a reproduction sample? Harri is on vaccation, he'll have a looksy next week.
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Mario

Mario
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Jamez0r

Mario さんが書きました:That doesn't sound like intended behaviour. Could you please open an issue at https://github.com/esotericsoftware/spine-runtimes/issues and include a reproduction sample? Harri is on vaccation, he'll have a looksy next week.
Thanks for the heads up Mario!

Posted the issue with a repro: https://github.com/EsotericSoftware/spine-runtimes/issues/1954

Also while creating the repro I noticed that this issue might possibly be related to another issue I'm having - I added some info about that to the issue ticket at the bottom.

Thanks guys!
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Jamez0r
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Harald

Thanks as always for the good issue report and the reproduction package! :)
Both issues of the issue ticket have just been resolved. A new unitypackage is available for download here as usual:
Spine Unity Download
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Harald

Harri
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Jamez0r

Thanks Harald!! The update fixed 'em 8)
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Jamez0r
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Harald

Glad to hear Jamez0r, thanks for letting us know 8)!
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Harald

Harri
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