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  • 4.2-beta status update

Nate I have artifacts, the physics is set up and sometimes such artifacts appear... I don’t touch anything..... I made a video but where should I send it?

Nate Hi, I have two suggestions. Is it possible to add the ability to turn constraints on/off, and is it possible to add an option for uniform scaling for scaleX in physical constraints?

  • Nate がこの投稿に返信しました。
    • 編集済み

    Nate не меняются значение в секвенции( бета версия
    последняя). не все кадры выводятся (не хватает последних кадров)

    • Nate がこの投稿に返信しました。

      habahu Disable Simulate or set physics constraint mix to 0. We've discussed uniform scaling. I'm not sure if it should be part of physics constraint or a future constraint that ties together transform properties.

      zakaroff You can post videos on YouTube/etc. The sequence FPS keying should be fixed in 4.2.04-beta. Please say the version number you are using, not just "latest one", as we release often. When the checkbox you circled is unchecked, the last frame is omitted.

      • zakaroff がこの投稿に返信しました。

        Nate я использую 4.2.04-beta, при выводе пнг секвенции с spine 2d то секвенция обрезается и видео получается дерганым как будто не хватает кадров в конце.

        Nate видео где показаны ошибки (бета-версии 4.2.04)

        • Nate がこの投稿に返信しました。

          OK, but I have no idea what I should be looking for.

          Hello!
          We're trying out new physics constraints and we are very excited to use them!
          Can you please tell me if unity&csharp runtime 4.2 beta has a support for new physics constraints?
          Can't figure out how to use it

          • Milerael がこの投稿に返信しました。

            Will it be possible to access at gravity and wind properties from the runtime, globally, without having to loop on every constraint?

            • Nate がこの投稿に返信しました。

              Milerael

              UPD: From reading SkeletonJson.cs in csharp runtime I can see that physics constraints are not being parsed.

              But I can also see that they are being parsed in spineLibGdx -> SkeletonJson.java

              So if i got that right, physics constraints are not currently supported by csharp and unity runtimes.
              Can you share some info on when to expect the support for this amazing feature?

              • Nate がこの投稿に返信しました。

                zakaroff I should have mentioned, please start a new thread if you have an issue. It will be lost in this thread that already has 60+ posts.

                Milerael We're working on spine-unity. Soon!

                eprime No, there is no central value for you to change. Looping through the constraints is not a big deal. Skip constraint where constraint.active is false.

                • 編集済み

                @Milerael We have just pushed integration commits of 4.2-beta physics and 4.2-beta skeleton loading to the repository for spine-csharp and spine-unity. Please note that this does not yet include automatically applying GameObject movement to Spine's physics yet, this will be added later. Nevertheless, you should now be able to import and play back your PhysicsConstraint-driven 4.2-beta skeletons in Unity.

                New spine-unity 4.2-beta packages are available for download here as usual:
                https://esotericsoftware.com/spine-unity-download#spine-unity-4.2-beta

                I can't wait to have monogame runtime!!!

                4ヶ月 後

                @Nate Hi!
                Is there any update in monogame/fna runtime with physics?
                best

                4日 後

                @eprime Sorry to say that the monogame runtime is not yet ready. Unfortunately we have been facing some issues recently which we could not resolve as quickly as we would have liked to. Nevertheless rest assured we're on it, so hopefully you will see some updates soon.

                • eprime がこの投稿に返信しました。

                  Harald
                  Thanks for the information, do you think it's possible in six months, let's say September?

                  @eprime While we usually don't provide any ETA, it will hopefully be done much earlier than September, otherwise something has gone wrong very unexpectedly.

                  • Harald がこの投稿に返信しました。

                    @Harald very good!!! Of course I know that unexpected events are just around the corner, but knowing that it will probably be released by/earlier September allows me to better plan development. A thousand thanks

                    • Harald が「いいね」しました。

                    Harald @eprime While we usually don't provide any ETA, it will hopefully be done much earlier than September, otherwise something has gone wrong very unexpectedly.

                    @eprime We are done adjusting the spine-csharp and spine-monogame code and examples accordingly for 4.2 and physics constraints. As you can see, we've kept our word and are done before September 😉.
                    Please let us know in case you encounter any problems with the new integration.

                    In the meantime: Happy Easter Holidays! 🙂

                    • eprime がこの投稿に返信しました。
                    • eprime が「いいね」しました。

                      Harald
                      YOU ARE AWESOME!!!!! Definitely beyond expectations!
                      Happy Easter Holidays you too!