From 3768fb1afe629170db0218fe4a1807c6cfc84905 Mon Sep 17 00:00:00 2001 From: pharan Date: Thu, 18 Feb 2016 10:07:46 +0800 Subject: [PATCH] Readme update. --- spine-unity/README.md | 15 +-------------- 1 file changed, 1 insertion(+), 14 deletions(-) diff --git a/spine-unity/README.md b/spine-unity/README.md index f75863b4f..a41c052fc 100644 --- a/spine-unity/README.md +++ b/spine-unity/README.md @@ -14,7 +14,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f ## Documentation -A Spine skeleton GameObject (a GameObject with a SkeletonAnimation component on it) can be used throughout Unity like any other GameObject. It renders through `MeshRenderer`, so it is close to the metal. +A Spine skeleton GameObject (a GameObject with a SkeletonAnimation component on it) can be used throughout Unity like any other GameObject. It renders through `MeshRenderer`. `SkeletonUtility` allows other GameObjects to interact with the Spine skeleton, to control bones in the skeleton, be controlled by the skeleton, attach colliders, etc. @@ -67,19 +67,6 @@ You can also choose to setup and run from the Git files: ---------- - -## Examples - -To run the examples: - -1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip). -1. Copy the contents of `spine-csharp/src` to `spine-unity/Assets/spine-csharp`. -1. Open an example scene file from `spine-unity/Assets/examples/` using Unity 4.3.4+. - -* **spineboy** This shows the spineboy skeleton. First an animation is played that shows the draw order changing and events firing, then spineboy jumps and walks. Click spineboy to jump again. Notice the walk and jump animations are mixed and transition smoothly. The white cube on spineboy's right hand is a separate GameObject that is positioned using a `BoneComponent`. This example uses images that are split across two atlas pages. This demonstrates a multi-page atlas, but of course has a high number of draw calls. -* **goblins*** This shows a male and female goblin that use the same skeleton and animations. Click to change the skin from male to female and back. It has a single atlas page, so is drawn with just 1 draw call. It uses the `Skeleton Lit` shader for vertex lighting. The [Goblins.cs](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-unity/Assets/examples/goblins/Goblins.cs) script manipulates the head bone after the animation is applied. -* **dragon*** This shows the dragon skeleton. The flying animation has many image changes. It also shows shadow rendering. This example uses a multi-page atlas so has a high number of draw calls. - ## Notes - This slightly outdated [spine-unity tutorial video](http://www.youtube.com/watch?v=x1umSQulghA) may still be useful.