What Unity version are you using?
Unity 5.3.4p5
What Spine version are you using?
Spine Unity runtime: 2.3 (We use JSONs but are planning to switch to binary soon).
Spine Editor 3.4.02
Which modules or extra features do you use?
The skeletonrenderer separator, we insert Unity Ui elements in the Z ordering.
Did you make code modifications to your spine-unity runtime to suit your needs?
Yes 🙂
Are you using any forum-user contributed code/features/assets?
Yes 🙂
We use custom scripts to:
• not show the bind pose frame, but do an update on frame 0 with the first animation
using this trick (I also set the first "default animation" by name, and send it this update on frame 0. Fixed all my "bindpose showing" one frame glitches.)
void OnEnable()
{
_animator.Update(Time.0f);
}
• switch to a clips at random, from one node using a math.random and mecanim.
• some random sprite tinting using basically the same technique.
• resume a clip where it left off after going out- and back to it. To be able to set the cycle offset to the spine animation, we modified Animation.cs class as such:
public class Animation
{
internal ExposedList<Timeline> timelines;
internal float duration;
internal float cycleOffset;
internal String name;
public String Name { get { return name; } }
public ExposedList<Timeline> Timelines { get { return timelines; } set { timelines = value; } }
public float Duration { get { return duration; } set { duration = value; } }
public float CycleOffset{ get { return cycleOffset; } set { cycleOffset = value; } }
public Animation (String name, ExposedList<Timeline> timelines, float duration)
{
if (name == null)
throw new ArgumentNullException ("name cannot be null.");
if (timelines == null)
throw new ArgumentNullException ("timelines cannot be null.");
this.name = name;
this.timelines = timelines;
this.duration = duration;
}
• We also use the “curve timelines” commenting out “that” line from Animation.cs
This line: spine-runtimes/Animation.cs at master · EsotericSoftware/spine-runtimes · GitHub
-we’d like a big fat checkbox for it in the unity runtime inspector / instance of a spine object 🙂