Hey Esoteric crew,
First a question or two then I may have some repo project and steps to pass along.
After importing an exported skeleton that has multiple blend modes, say Normal, Multiply, and Screen. I notice that the skeleton_Atlas.asset file shows only one normal material assigned.
Are we suppose to add the other two materials?
If and when doing so, should the added assigned materials be remembered after re-building the /Library/ folder?
Thanks!
Page 1 of 1
jhofer21
5 months ago
- jhofer21
- Posts: 16
Harald
Sorry to head you're having troubles. Your observations are correct, thejhofer21 wrote:After importing an exported skeleton that has multiple blend modes, say Normal, Multiply, and Screen. I notice that the skeleton_Atlas.asset file shows only one normal material assigned.
Are we suppose to add the other two materials?
_Atlas.asset
only references the normal material. However, there is no need to add any additional materials, they will automatically assigned at your _SkeletonData.asset
as can be seen in the spine-unity documentation page here:spine-unity Runtime Documentation: Skeleton Data
Do you see these materials properly assigned at your
_SkeletonData.asset
? In general there should be no need to manually assign anything, unless you are using an older spine-unity runtime version (3.8 or older).Which skeleton component are you using,
SkeletonAnimation
/ SkeletonMecanim
or SkeletonGraphic
? 5 months ago
-
Harald - Posts: 4459
jhofer21
Yep, when first brought in they are properly assigned.Do you see these materials properly assigned at your _SkeletonData.asset?
Ahh, excellent and good to know. In that case you may find it interesting that if you do choose to assign them (now I know is not required) to the _Atlas.asset, close Unity, delete the /Library/ folder, re-open Unity, only the one default material is re-generated but not the others (Screen, Multiply). Which then, source control software may get the user tripped up showing that previously commit materials were deleted. Likely most people aren't hitting this so just a strange edge case we accidentally got ourselves into. Not sure if you all would consider that a bug or not?In general there should be no need to manually assign anything, unless you are using an older spine-unity runtime version (3.8 or older)
We typically work with SkeletonAnimation.Which skeleton component are you using, SkeletonAnimation / SkeletonMecanim or SkeletonGraphic?
Thanks as always Harald!
5 months ago
- jhofer21
- Posts: 16
Mark topic unread
• Page 1 of 1
Return to Unity
- All times are UTC