请注意,这不是 Misaki 要求的完整版本信息。 spin-unity包的版本完整版本号是unity包的名称,包括日期。 正如 Misaki 上面发布的那样,这也列在“Assets/Spine/version.txt”文件中。 如果您通过Unity包管理器和git而不是通过.unitypackage文件使用spine-unity包,则包管理器中的版本在您的情况下始终显示为4.0.0(在4.1之前,补丁版本号始终为0)。 在这种情况下,版本日期将是您上次从 git 存储库中提取的日期。
关于你的问题:
我不确定我是否正确理解你的问题。 我假设您在问如何将 Spine 项目和导出的文件拆分为多个文件,用动画(或动画集)分隔,然后通过 spin-unity 运行时加载和合并它们,对吗? 如果是这样,那么一种工作流程是复制 Spine 项目并保持所有骨骼、插槽和附件名称完全相同。 然后像往常一样处理动画并将项目导出到“.skel.bytes”(或“.json”,如果您可以接受更大的文件和更长的加载时间),而不打包任何图集。 然后,您可以在 Unity 中加载主骨架以及其他仅动画骨架。 然后从仅动画的骨架中,附加 SkeletonData.Animations
的列表 到主骨架的“SkeletonData.Animations”。
当使用“.json”而不是“.skel.bytes”时,您还可以以编程方式将纯动画文件的“Animations”部分附加到文本级别的主骨架文件中。
如果您不需要将动画集保留在单独导出的“.skel.bytes”文件中,您还可以自动将动画 Spine 项目合并到主骨架 Spine 项目,并将项目重新导出到单个“.skel”。 字节`文件。 这仍然允许您将动画工作拆分给多个同事,然后在导入到 Unity 之前将它们合并到一个骨架中。
Please note that this is not the full version information that Misaki requested. The version full version number of the spine-unity package is the name of the unitypackage, including the date. This is also listed in the Assets/Spine/version.txt
file, as Misaki has posted above. If you use the spine-unity package via the Unity Package Manager and git instead of via the .unitypackage file, the version in the Package Manager always reads 4.0.0 in your case (before 4.1 the patch version number was always 0). In this case the version date would be the date that you last pulled from the git repository.
Regarding your question:
I'm not sure I understand your question correctly. I assume you are asking how you can split your Spine project and exported files into multiple files, separated by animations (or sets of animations) and then load and merge them via the spine-unity runtime, is that correct? If so, then one workflow is to duplicate the Spine project and keep all bone, slot and attachment names exactly the same. Then work on your animations and export the project to .skel.bytes
(or .json
, if you can live with larger files and longer load times) as usual, without packing any atlas. Then you can load the main skeleton plus your additional animation-only skeletons in Unity. Then from the animation-only skeleton, append the list of SkeletonData.Animations
to the main skeleton's SkeletonData.Animations
.
When using .json
instead of .skel.bytes
, you could also programmatically append the Animations
section of the animation-only files to the main skeleton file on the text level.
If you don't need to keep the animation sets in separately exported .skel.bytes
files, you could also automate merging your animation Spine projects to your main skeleton Spine project and re-export your project to a single .skel.bytes
file. This still allows you to split animation work across multiple co-workers, and then merge them to a single skeleton before importing in Unity.