From 453c4bcbb19d9e469dc23c5ce37bef360544ce20 Mon Sep 17 00:00:00 2001 From: Nathan Sweet Date: Thu, 13 Feb 2014 19:23:30 +0100 Subject: [PATCH] Update README.md --- spine-tk2d/README.md | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/spine-tk2d/README.md b/spine-tk2d/README.md index 08ed41fd0..6003b0147 100644 --- a/spine-tk2d/README.md +++ b/spine-tk2d/README.md @@ -11,7 +11,12 @@ A Spine skeleton is a GameObject and can be used throughout Unity like any other 1. Open the `spine-tk2d/Assets/examples/spineboy/spineboy.unity` scene file using Unity 4.2+. 1. Import 2D Toolkit into the project. -# Notes + +## Examples + +* **spineboy** This shows the spineboy skeleton with shadows. 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`. + +## Notes - Atlas images should use premultiplied alpha when using the shaders that come with spine-tk2d. - This slightly outdated [spine-tk2d setup video](http://www.youtube.com/watch?v=dnQbS9ap-i8) may still be useful.