This Documentation is for the Spine Timeline features.
If this documentation contains mistakes or doesn't cover some questions, please feel to comment below, open an issue or post in the official [Spine-Unity forums](http://esotericsoftware.com/forum/viewforum.php?f=3).
# Spine-Unity Timeline Playables
![](add-menu.png)
## Spine AnimationState Track
![](animationstate-clip-inspector.png)
Sets animations on the target SkeletonAnimation's AnimationState.
**Status:**
- Currently only SkeletonAnimation (directly)
**To use:**
1. Add `SkeletonAnimationPlayableHandle` component to your SkeletonAnimation GameObject.
2. With an existing Unity Playable Director, and in the Unity Timeline window, right-click on an empty space on the left and choose **Spine.Unity.Playables** > **Spine Animation State Track**.
3. Drag the SkeletonAnimation GameObject onto the empty reference property of the new Spine AnimationState Track.
4. Right-click on the row in an empty space in the Timeline dopesheet and choose **Add Spine Animation State Clip Clip**.
5. Adjust the start and end times of the new clip, name it appropriately at the top of the Inspector.
6. Click on the clip inspector's SkeletonDataAsset field and choose your target skeleton's SkeletonDataAsset. This will enable the animation name dropdown to appear.
7. Choose the appropriate animation name, loop, and mix settings.
- For easier readability, rename your clip to the animation name or something descriptive.
- To avoid having to do steps 4-6 repeatedly, use the Duplicate function (`CTRL`/`CMD` + `D`)
**Track Behavior**
- `AnimationState.SetAnimation` will be called at the beginning of every clip based on the animationName.
- Clip durations don't matter. Animations won't be cleared where there is no active clip at certain slices of time.
- **EMPTY ANIMATION**: If a clip has no name specified, it will call SetEmptyAnimation instead.
- **ERROR HANDLING**: If the animation with the provided animationName is not found, it will do nothing (the previous animation will continue playing normally).
- Animations playing before the timeline starts playing will not be interrupted until the first clip starts playing.
- At the end of the last clip and at the end of the timeline, nothing happens. This means the effect of the last clip's SetAnimation call will persist until you give other commands to that AnimationState.
- If "custom duration" is unchecked, it will do a normal lookup of the AnimationState data's specified transition-pair mix setting, or the default mix.
- Edit mode preview mixing may look different from Play Mode mixing. Please check in actual Play Mode to see the real results.
## Spine Skeleton Flip Track
![](skeleton-flip-clip-inspector.png)
Controls skeleton flip at a given Spine component.
**Status:**
- Currently only SkeletonAnimation (via SkeletonAnimationPlayableHandle)
**To use:**
1. Add `SkeletonAnimationPlayableHandle` component to your SkeletonAnimation GameObject.
2. With an existing Unity Playable Director, and in the Unity Timeline window, right-click on an empty space on the left and choose **Spine.Unity.Playables** > **Spine Skeleton Flip Track**.
3. Drag the SkeletonAnimation GameObject onto the empty reference property of the new Spine Skeleton Flip Track.
4. Right-click on the row in an empty space in the Timeline dopesheet and choose **Add Spine Skeleton Flip Clip Clip**.
5. Adjust the start and end times of the new clip, name it appropriately at the top of the Inspector, and choose the desired FlipX and FlipY values.
**Track Behavior**
- The specified skeleton flip values will be applied for every frame within the duration of each track.
- At the end of the timeline, the track will revert the skeleton flip to the flip values it captures when it starts playing that timeline.
## Known Issues
Spine Timeline support is currently experimental and has some known issues and inconveniences.
- The Console logs an incorrect/harmless error `DrivenPropertyManager has failed to register property "m_Script" of object "Spine GameObject (spineboy-pro)" with driver "" because the property doesn't exist.`. This is a known issue on Unity's end. See more here: https://forum.unity.com/threads/default-playables-text-switcher-track-error.502903/
- These Spine Tracks (like other custom Unity Timeline Playable types) do not have labels on them. Unity currently doesn't have API to specify their labels yet.
- Each track clip currently requires you to specify a reference to SkeletonData so its inspector can show you a convenient list of animation names. This is because track clips are agnostic of its track and target component/track binding, and provides no way of automatically finding it while in the editor. The clips will still function correctly without the SkeletonDataAsset references; you just won't get the dropdown of animation names in the editor.
- Each track clip cannot be automatically named based on the chosen animationName. The Timeline object editors currently doesn't provide access to the clip names to do this automatically.
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温馨提示
支持Unity3d 2019.1.14f1. 在移动游戏的动态领域中,“几乎是英雄 - 闲置 RPG”作为一款迷人且创新的游戏脱颖而出,它将角色扮演游戏 (RPG) 的魅力与闲置游戏的悠闲机制融为一体。 想成为英雄吗?拯救世界的那个人?所有骑士中最勇敢的骑士?好吧,那么这个游戏不适合你。 我们有英雄。几乎。那些尝试战斗、击败敌人并勇敢的人。几乎。 如果你敢于加入几乎成为英雄的团队,你会拥有什么? 特征 塑造有严重缺陷和情感破碎的角色。我们有一个大胆的金发女郎、一个夜贼、一个富有的妖精和一个治疗。每个人都需要一个治疗,对吗? 把绝对的零变成稍微优秀的英雄。谁知道也许有一天他们会拯救世界? 享受规模宏大、惊心动魄的 Boss 战。冒险模式、季节、GoG 的神秘之门等等! 收养宠物。这只可爱的毒蜘蛛?为什么不! 发展古老的魔法。我们的炼金术士为您准备了一些强大的神器。 被杀很多次。什么?这是一款放置类角色扮演游戏。 因此,集结您的团队,开始史诗般的任务,探索“几乎是英雄 - 放置角色扮演游戏”的魅力,在这场迷人的移动冒险中迎接挑战并取得胜利。
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差点成为英雄 Almost a hero- Idle RPG:unity放置类rpg游戏项目源码 (2000个子文件)
ProjectSettings.asset 19KB
InputManager.asset 6KB
QualitySettings.asset 5KB
GraphicsSettings.asset 2KB
Physics2DSettings.asset 2KB
NavMeshAreas.asset 1KB
MemorySettings.asset 1KB
DynamicsManager.asset 1KB
PackageManagerSettings.asset 952B
UnityConnectSettings.asset 943B
EditorSettings.asset 622B
TagManager.asset 437B
AudioManager.asset 360B
EditorBuildSettings.asset 348B
TimeManager.asset 195B
VersionControlSettings.asset 188B
XRSettings.asset 158B
VFXManager.asset 157B
NetworkManager.asset 151B
PresetManager.asset 120B
ClusterInputManager.asset 114B
PlayGamesPlatform.cs 54KB
AndroidClient.cs 48KB
AndroidRealTimeMultiplayerClient.cs 37KB
AndroidTurnBasedMultiplayerClient.cs 30KB
GPGSUtil.cs 28KB
AndroidSavedGameClient.cs 22KB
ISavedGameClient.cs 21KB
GPGSUpgrader.cs 19KB
AndroidNearbyConnectionClient.cs 18KB
IPlayGamesClient.cs 17KB
GPGSAndroidSetupUI.cs 16KB
DummyClient.cs 16KB
PlayGamesClientConfiguration.cs 15KB
AndroidHelperFragment.cs 14KB
ITurnBasedMultiplayerClient.cs 13KB
IRealTimeMultiplayerClient.cs 12KB
AndroidJavaConverter.cs 11KB
GPGSStrings.cs 10KB
PlayerStats.cs 9KB
PlayGamesAchievement.cs 9KB
AndroidVideoClient.cs 9KB
AndroidTokenClient.cs 8KB
PlayGamesLocalUser.cs 8KB
CommonTypes.cs 7KB
PlayGamesHelperObject.cs 7KB
TurnBasedMatch.cs 6KB
Achievement.cs 6KB
AndroidEventsClient.cs 6KB
GPGSProjectSettings.cs 5KB
NearbyConnectionUI.cs 5KB
PlayGamesUserProfile.cs 5KB
Participant.cs 5KB
PlayGamesLeaderboard.cs 5KB
IVideoClient.cs 4KB
DummyNearbyConnectionClient.cs 4KB
MatchOutcome.cs 4KB
SavedGameMetadataUpdate.cs 4KB
VideoCapabilities.cs 4KB
CommonStatusCodes.cs 4KB
ConnectionResponse.cs 4KB
ISavedGameMetadata.cs 3KB
LeaderboardScoreData.cs 3KB
PlayGamesScore.cs 3KB
AndroidTaskUtils.cs 3KB
RealTimeMultiplayerListener.cs 3KB
Invitation.cs 3KB
VideoCaptureState.cs 3KB
GameInfo.cs 3KB
Logger.cs 3KB
NearbyHelperObject.cs 3KB
Misc.cs 3KB
IEventsClient.cs 3KB
TokenClient.cs 3KB
INearbyConnectionClient.cs 3KB
AndroidSnapshotMetadata.cs 2KB
ScorePageToken.cs 2KB
GPGSDocsUI.cs 2KB
PlatformUtils.cs 2KB
IEvent.cs 2KB
NearbyConnectionConfiguration.cs 2KB
PlayGamesClientFactory.cs 2KB
AdvertisingResult.cs 1KB
EndpointDetails.cs 1KB
GPGSPostBuild.cs 1KB
ConnectionRequest.cs 1KB
NearbyConnectionClientFactory.cs 1KB
Player.cs 1KB
CaptureOverlayStateListener.cs 1KB
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PluginVersion.cs 951B
Test.cs 627B
.gitattributes 66B
spineboy-pro.json 177KB
hero-pro.json 161KB
spineboy-unity.json 156KB
raptor.json 116KB
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stretchyman.json 74KB
goblins.json 42KB
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