ionrain

  • 21. ruj. 2021
  • Pridružuje se 27. stu. 2013
  • I see, thank you!

  • Hi Nate,

    Is there a progress on this bug? Downloaded the latest package onto m1 air and it fails to start.
    I've attached error log below.

  • Great!

    This site blocks emails 🙂
    So I’ll write mine: ionrain at gmail dot com
    Or skype: ionrain

    I don’t use discord much and can miss the notification.

    Rinat

  • Cool! I’m a solo developer as well, right now making a mobile platformer game 🙂

    Cutting the source images is not that straightforward, depends on the style and may vary a lot even from one character to another but you can look at Gorguth as an example: https://cloud.mail.ru/public/EPmS/A6dWsn7MT

    Regarding time: I have a fulltime job at the moment so most likely will be available for 20 hours a week.

    Kind regards,
    Rinat

  • Hi Nelson,

    Thank you! My fees are $20/hour (net, excluding transaction fees). It took me about 5 days (40 hours) to make Gorguth for Chaos Lords, including manipulations with the source image, rigging and actual animations.

    I'm quite comfortable with English though I can misspell something from time to time 🙂

    Kind regards,
    Rinat.

  • Привет!

    Увидел вакансию здесь на сайте. Обладаю обширным опытом по части анимации в Spine, аниматоре Unity, эффектах частиц, немного разбираюсь в шейдерах.

    Имеют опыт программирования и настройки скелетов в Unity. Есть опыт работы с Maya

    Портфолио:
    https://www.artstation.com/ionrain/albums/91317

    Нацелен на удалённую работу.

    С уважением,
    Ринат Калеев
    ionrain @ gmail.com

  • Hi guys,

    Do you have plans to release Spine editor for iOS? I’ve tried iPad Pro and have to admit that it’s a great device with enough horsepower 🙂

  • Hi guys, I have an issue while transferring bones and other stuff from one skeleton to another: if the target skeleton has meshes they just become screwed up. How to reproduce the bug (Version 3.4.0.2):
    1) Export.skeleton with a mesh as json;
    2) Modify bones list (e.g. add a bone);
    3) Save and reimport as new skeleton.

    Does anyone have the same issue?

  • Yes, that's right

  • Yes , I've tested only on Lumia. I'm new to Unity so didn't even know that I can launch universal app on notebook. When I target Windows Store in build section I have "Build and run on" line grayed out and containing "Windows Phone", so I can't change the value.

    PS: I've found out that if i switch to Universal 8.1 then I can change Local Machine and switch back to Universal 10. On notebook everything works right.

  • Hm, can't say if local configuration influences target device. I have a notebook with i7-4710M, 16 GB Ram, Intel 4600 + Nvidia GTX 870M 6Gb GDDR5 and Windows 10 Pro. Target device I actully test on is Nokia Lumia 1520 with Snapdragon 800 and Adreno 330. And I don't use VM.

  • No, I just wanted to say that haven't tried IL2CPP yet so I don't know if it works there.

  • Great, thank you!

    I can confirm that. If I turn off casting shadows (receiving shadows is also off just in case) everything starts to work.

    I use .NET for now.

  • Yes, I tried this solution but result is the same - black screen. However, I've tried to look through all the examples and found something: most of the examples work, except for Dragon and Basic Platformer. They show black screen. And Gunman, of course, doesn't work either.

    Dragon expample throws some errors like this:

    D3D11: Failed to create RenderTexture (256 x 256 fmt 87 aa 1), error 0x887a0005
    (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/RenderTextureD3D11.cpp Line: 265)

    and a lot of these (it throws them all the time while the app is running):

    d3d11: failed to create index buffer of size 384 [0x887A0005]

    Basic Platformer example throws again several errors like this:

    D3D11: Failed to create RenderTexture (256 x 256 fmt 87 aa 1), error 0x887a0005
    (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/RenderTextureD3D11.cpp Line: 265)

    But Gunman gives just this:

    The referenced script on this Behaviour (Game Object 'InControl') is missing!

    (Filename: C:/buildslave/unity/build/Runtime/Mono/MonoBehaviour.cpp Line: 1655)

    WARNING: Shader
    Unsupported: 'Standard' - Pass 'FORWARD' has no vertex shader

    WARNING: Shader
    Unsupported: 'Standard' - Pass 'FORWARD_DELTA' has no vertex shader

    WARNING: Shader
    Unsupported: 'Standard' - Pass 'SHADOWCASTER' has no vertex shader

    WARNING: Shader
    Unsupported: 'Standard' - All passes removed

    Unloading 5 Unused Serialized files (Serialized files now loaded: 0)

    UnloadTime: 8.610677 ms

    'Gunman.exe' (CoreCLR: CoreCLR_UWP_Domain): Loaded 'C:\Data\SharedData\PhoneTools\AppxLayouts\BoxTestVS.Release_ARM.ionra\System.Collections.NonGeneric.dll'. Cannot find or open the PDB file.
    Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

    Unloading 13 unused Assets to reduce memory usage. Loaded Objects now: 911. Operation took 43.020260 ms.

    System memory in use: 8.8 MB.

  • Pharan wrote

    If the above fix works for you, let us know!

    Thanks for the reply! Project now compiles but after Unity Logo and Spine Logo screens (I use Gunman asset pack for testing) all I see is a black screen. Everything else works: game, sounds - only graphics is missing. If I remove all spine objects from the scene graphics returns. This's on Lumia 1520 updated to Windows 10 Preview.