mathius777

Has there been any progress on flipping an animation at runtime and still having correct bounding boxes that were created in the animation? Flipping with skeleton utility works, but I don't see a way to do this at runtime. Thanks.
mathius777
  • Posts: 17

Majicpanda

Seems to show ok in the latest runtime and using Spine.Skeleton skeleton as a variable and getting this at runtime and setting skeleton.flipX
Majicpanda
  • Posts: 197

mathius777

Weird. I tried getting Skeleton on a SkeletonAnimator object and it was null. Maybe I am doing something wrong.
mathius777
  • Posts: 17

Majicpanda

Skeleton skel = GetComponent<SkeletonAnimator>().skeleton; should return what you're looking for assuming you've created one on the object and use InChildren etc if required.
Majicpanda
  • Posts: 197

mathius777

Ah, I am a dummy. Thanks!
mathius777
  • Posts: 17


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