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Unity using spine2d
Unity using spine2d








unity using spine2d
  1. UNITY USING SPINE2D HOW TO
  2. UNITY USING SPINE2D CODE

So as a fix, please enable SkeletonAnimation - Advanced - Add Normals to receive shadows.

unity using spine2d

Unfortunately we did not find any documentation mentioning the requirement and could not find any side effect which might explain it. We will further investigate why that is the case, but for now please disable Fixed Normal and enable SkeletonAnimation - Advanced - Add Normals. After enabling SkeletonAnimation - Advanced - Add Normals the shadow is received as desired without any other modifications. Hm, for strange reasons it seems to be required to assign vertex normals at the mesh.

UNITY USING SPINE2D HOW TO

2nd image after improving shadow setting for project (URP)ĭutchyB wrote:Would it just be easier to untangle from URP (not 100% sure how to turn it off - unfortunately I work16hr shifts at the moment so have limited time to work on my game )Oh dear, please also leave some time for sleeping. Thanks again for your help! Attachments 1st image before messing with project light settings. *Also blend modes seem to no longer work (I had a blend mode ('add' off the top of my head) asset on here body now seems to be treated as no blend) If anything, it seems to be making it worse (the shadow on the ground look better but character goes fully dark when wandering in the direction of shadows on the left of screen). (in case it's relevant I built the scene in 'real' size e.g. (after taking that 1st screen grab) I started playing around with shadow cascades and any other shadow settings I can find but it doesn't seem to help much on the character itself. Is there something that needs doing to the light (just a directional light at the moment). I don't know - I thought it would be a fairly straight forward thing to do from a user point of view. When moving into shadow it slowly (delayed) darkens the character and then when moving back into the light it never really comes back to the original lighter state. if I stand with the bottom half of the character in shadow, I would expect to see the top half in light) but instead, I get this overall black blurry effect on the character - even standing in the middle of an open room (no roof). I expected it to look like a 2d plane being hit with a basic shadow (i.e. I went through all the option in the various list for URP/Spine/2d/Sprite and then all the setting for each and the best I can get is this. Unfortunately, I still can't seem to get it to look good. Transform.localScale = new Vector3( /, /, / Harald for trying to help me with this. Transform.rotation = Īnd the Scaling Script: public class Scaler : MonoBehaviour Transform.position = Įlse if (distCheck ().useGravity = false If (distCheck >= unsnapMouseDist & isClicked) Empty Object (scale (0.5,0.5,0.5)) this is the parent set to the same scale as the snappable object public class Interactable : MonoBehaviourĭistCheck = Vector3.Distance(pickUpDestination.position, snapPointPos) Ship (scale (2,2,2)) parent of the parent

UNITY USING SPINE2D CODE

Please ignore other issues that may be in the code at this point unless they directly are affecting the scaling issue. Maybe someone can see something I am missing. I have tried hierarchal fixes using empty game objects and nothing seems to be maintaining a constant global scale for my child objects. I've tried stepping through the logical way one would go about doing this. I have tried attaching scaling scripts that dynamically scale the child object based on the parent object scale. The script works as intended but the child objects continue to be scaled with the parent object. I have been attempting to snap game objects to other game objects at runtime (such as to equip ship parts to a ship). I have read so many forum posts but none are working for me. Fairly new to Unity and have tried several solutions without success.










Unity using spine2d