• RuntimesUnity
  • Mix and Match skins, adding additional skins spawn in the wrong spot

Hi,
I'm using the mix and match example to have multiple skins active at the same time.
This is working great, but some of my skins don't spawn in the correct spot, instead there are a couple of frames where you can see it being at the wrong position and then adjusting to the right position.

I've tried to find this in the documentation but couldn't find a lead.
Any ideas how I can show it at the right spot straight away?

Thank you!

  • Misaki がこの投稿に返信しました。
    Related Discussions
    ...
            m_activeSkinList.Add(skin);
            var skeleton = m_skeletonAnimation.Skeleton;
            var skeletonData = skeleton.Data;
            var mixAndMatchSkin = new Skin("skin_match");
            for(int i=0; i < m_activeSkinList.Count; i++)
                mixAndMatchSkin.AddSkin(skeletonData.FindSkin(m_activeSkinList[i]));
            skeleton.SetSkin(mixAndMatchSkin);
            skeleton.SetSlotsToSetupPose();       
            m_skeletonAnimation.AnimationState.Apply(m_skeletonAnimation.Skeleton);

    paatz04 I'm sorry to hear you're having trouble. Could you please check to see if there is a warning when you open that skeleton's project on the Spine editor? For more information on skin warnings, please see this section of the Spine User Guide: http://esotericsoftware.com/spine-skins#Warnings

    If you didn't see any warnings in the Spine project, could you please send us a minimal Unity project via email so that we can reproduce the problem?: contact@esotericsoftware.com

    Hey Misaki! Thank you, that actually helped me to debug the issue. The skin placeholder that was causing the issue, was assigned to one of the full skins as well as it's own skin.

    • Misaki がこの投稿に返信しました。

      paatz04 I’m glad to hear you've figured it out! Thank you for getting back to us 🙂