• RuntimesUnity
  • Issue with flickering animation in VisionPro simulator

Hello,

we are adapting our game to release it on the Vision Pro platform, however we have encountered a few issues regarding animations done in Spine.

The VisionOS platform has a few limitations, the main one causing issues is that it only supports shaders made in ShaderGraph. A shader has been made following another post on this forum : https://zh.esotericsoftware.com/forum/d/25030-spine-and-visionos-for-unity
Everything works as expected inside of the Editor, in the Simulator, however, the animation randomly flickers/blinks as presented in the video atttached.

All objects in the video are using the same material. The leftmost object is a quad, the center object is a Spine Mecanim object, and the rightmost object is a Spine Skeleton object. The material is set in the atlas asset.

The shader:

The Spine-Unity version that we are using is 4.0.

We are unsure of what could cause this. Would this be a simulator issue? We currently don't have access to a Vision Pro device, so we are unable to test this ourselves. Or is the issue in how the shader is done or did we perhaps miss a setting somewhere?

Any help and information is greatly appreciated.

  • Harald がこの投稿に返信しました。

    The flickering issue you are experiencing with your Spine animations on the Vision Pro simulator could be due to several factors. Here are some steps and considerations to help diagnose and potentially resolve the issue:

    1. ShaderGraph Compatibility: Ensure that the ShaderGraph shader you created is fully compatible with VisionOS. Since VisionOS has specific limitations, double-check that all nodes and settings used in ShaderGraph are supported.

    2. Material Settings: Verify that the material settings are correctly configured. Since all objects are using the same material, any issue with the material could affect all objects. Ensure that the material is correctly set up for Spine animations and that it uses the appropriate blend modes and alpha settings.

    3. Alpha and Transparency: As mentioned in the context about flickering due to alpha settings, ensure that there are no keyframes setting the alpha to 0 unexpectedly. This can cause flickering as the object becomes fully transparent and then visible again.

    4. Simulator Limitations: Since you are testing in a simulator, there might be limitations or bugs in the simulator itself that do not reflect the actual behavior on a real device. If possible, try to get access to a Vision Pro device for testing.

    5. Spine-Unity Version: Ensure that you are using the latest version of Spine-Unity that is compatible with VisionOS. Sometimes, updating to the latest version can resolve unexpected issues.

    6. Debugging in Unity: Use the Unity Editor to debug the animation. Check the SkeletonDataAsset Inspector Preview to see if the animation plays correctly there. If it does, the issue might be in the implementation or the shader.

    7. Minimal Reproduction Project: Create a minimal Unity project that reproduces the issue. This can help isolate the problem and make it easier to diagnose. You can also share this project with the support team for further assistance.

    8. Check for Known Issues: Look for any known issues related to VisionOS and ShaderGraph in the Unity and Spine forums. There might be others who have encountered and resolved similar issues.

    If the problem persists, you might need to provide more detailed information or a minimal reproduction project to get more specific help.

    BringTheHellFire The leftmost object is a quad, the center object is a Spine Mecanim object, and the rightmost object is a Spine Skeleton object.

    Sorry to hear you're having troubles! I assume that by "Spine Mecanim" you mean a SkeletonMecanim GameObject, and by "Spine Skeleton object" you mean SkeletonAnimation GameObject. Please always try to use the precise wording to save us any ambiguity.

    Do you perhaps use any Slots in Blend Mode Additive? You could try whether disabling Advanced - PMA Vertex Color changes anything in this regard.

    If this is not fixing the issue, does the same issue occur when using one of the provided skeletons in Spine Examples (e.g. Spineboy)?