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T.Fly()
It appears the render texture for the "good" fadeout example doesn't consider existing sprite Sorting Order. And it seems render textures are only depth rendered? I'm not sure how to go about fixing this. Any advice? Do I have to ditch sprite Sorting Order in favor of Z sorting?


5 months ago
- T.Fly()
- Posts: 28
Harald
Thanks for reporting and sorry for the troubles. The sorting properties were not forwarded to the newly created quad MeshRenderer.
This issue has just been fixed, a new 4.1 spine-unity unitypackage is available for download here as usual:
spine-unity Download
Please let us know if this fixes the problems on your end as well.
Issue ticket URL for later reference:
https://github.com/EsotericSoftware/spine-runtimes/issues/2137
This issue has just been fixed, a new 4.1 spine-unity unitypackage is available for download here as usual:
spine-unity Download
Please let us know if this fixes the problems on your end as well.
Issue ticket URL for later reference:
https://github.com/EsotericSoftware/spine-runtimes/issues/2137
5 months ago
-
Harald - Posts: 4459
T.Fly()
Forgot to check back in. The fix is functional, thanks.Harald wrote:Thanks for reporting and sorry for the troubles. The sorting properties were not forwarded to the newly created quad MeshRenderer.
This issue has just been fixed, a new 4.1 spine-unity unitypackage is available for download here as usual:
spine-unity Download
Please let us know if this fixes the problems on your end as well.
Issue ticket URL for later reference:
https://github.com/EsotericSoftware/spine-runtimes/issues/2137
Any tips on how to fade back in from 0 alpha to 1? Anything I've tried hasn't worked so far. Even tried Color.Lerp from Color.clear to Color.white and use alpha from that, still no success.
2 months ago
- T.Fly()
- Posts: 28
Harald
Glad to hear, thanks for getting back to us.T.Fly() wrote:Forgot to check back in. The fix is functional, thanks.
Do you mean you want to adjust the code from fade-out to fade-in? If so, then you just need to invert the value:T.Fly() wrote:Any tips on how to fade back in from 0 alpha to 1? Anything I've tried hasn't worked so far. Even tried Color.Lerp from Color.clear to Color.white and use alpha from that, still no success.
// fade out
float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds;
skeletonRenderTexture.color.a = fadeoutAlpha;
// fade in
float fadeInAlpha = 1 - fadeInSecondsRemaining / fadeInSeconds;
skeletonRenderTexture.color.a = fadeInAlpha;
float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds;
skeletonRenderTexture.color.a = fadeoutAlpha;
// fade in
float fadeInAlpha = 1 - fadeInSecondsRemaining / fadeInSeconds;
skeletonRenderTexture.color.a = fadeInAlpha;
2 months ago
-
Harald - Posts: 4459
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