UNITY 2018.4.2f1- Hi, I just updated my spine runtime from 3.7 to 3.8 to take advantage of the Sprite Masking.
I re-exported my spine skeletons using the latest 3.8 editor~ and almost everything works fine except some skeletons that I use a different packer for.
I use TexturePacker pro 4.5.0, which is slightly out of date- to export the textures for my "enemy" sprites, since there are a huge amount of image assets (over 2700 small graphics). The atlas this produces was working fine in 3.7, however, in 3.8 the SkeletonAnimation is blank when placed into a blank scene, and only by selecting "Visible outside mask" (note, there are no masks on this blank scene) will the skeleton graphics be visisble. Clicking on "None" or "Visible inside mask" make the graphics completely invisible.
I can't seem to export the graphics using spine as there are so many graphics it never seems to complete
Are there some specific TexturePacker settings I can apply to make this work with the new 3.8 spine runtime? Here are my current settings:
I could update TexturePacker, but it's asking for £17 :') I can afford it no problem, but I wondered if it would even potentially fix the problem? I would ideally like to phase TexturePacker out of my pipeline and use Unity's SpriteAtlas instead, but there doesn't seem to be any updates on that rom a few months ago where you guys said it got pushed to the side and you're about to pick it back up?
I got it working by:
1) Upgrading to TexturePakcer latest version (not sure if this was necessary)
2) Click on the generated Material in Unity and change "Stencil comparisson" to "always" (it was on "Less equal" I think)
Sorry & thanks