I am curious to know, can all this be achieved with something like Bolt or Playmaker? I don't know how to write code myself so I'm relying on visual scripting within Unity. would love to know more about this stuff, thanks.
This is great Arman . Thank you for the content. Question, must i use an Animator state machine inside unity to transition between states or can i use legacy animation clips that would be plaid using a list and initialized in playmode. Note , i do not need any blanding between states . Just want 2.5 D animation from spine to work in list similarly to the dropdown you've shown in the video .
Arman, when I change to gamma it breaks my shaders. In linear I keep getting the message Premultiply-aalpha atlas texture not supported in Linear color space! "You can use a straight alpha texture with PMA Vertext Color by choosing blend mode PMA Vertex, Straight Texture. I went to the skeleton atlas and changed checked sRGB(Color Texture) and set Alpha Source to (Input Texture Alpha). Not sure what else I should do to get the console warning to go away.
how do you get such clear result i always get dirty like with texture, if i turn on the sRGB, got border around source if i turn it off, images looks too bright
Thank you so much! I will study this on my next free day!!🤩
I am curious to know, can all this be achieved with something like Bolt or Playmaker? I don't know how to write code myself so I'm relying on visual scripting within Unity. would love to know more about this stuff, thanks.
Have no idea
This is great Arman . Thank you for the content. Question, must i use an Animator state machine inside unity to transition between states or can i use legacy animation clips that would be plaid using a list and initialized in playmode. Note , i do not need any blanding between states . Just want 2.5 D animation from spine to work in list similarly to the dropdown you've shown in the video .
I think, You can do both ways. If just testing in the spine grab state machine. Easy to set up. For the game go with the native way
Arman, when I change to gamma it breaks my shaders. In linear I keep getting the message Premultiply-aalpha atlas texture not supported in Linear color space! "You can use a straight alpha texture with PMA Vertext Color by choosing blend mode PMA Vertex, Straight Texture. I went to the skeleton atlas and changed checked sRGB(Color Texture) and set Alpha Source to (Input Texture Alpha). Not sure what else I should do to get the console warning to go away.
@@Nev182mang when exporting from spine uncheck premultiplied alpha
@@armanimationn thanks got it all working now
how we control those skin pin and out in-game realtime?
Create a new skin in code, add all the skins you want to see. Then set that new created skin to your skeleton
@@armanimationn I fix some features pretty good as i want
now i wish it could be controllable in fungus as easy as possible
@@armanimationn oh and can i use with animator?
i need multiple skin system
animator transition system at same time
@@blood_and_bacon1257 you can use unitys Animator yes. But its not the default for spine
how do you get such clear result i always get dirty like with texture, if i turn on the sRGB, got border around source if i turn it off, images looks too bright
check if premultiply is off when exporting from spine, should be on. also check project settings for color space, change it to gamma
great help