- Updated spine-c to 3.2.01, adding shearing and transform constraints plus various bug fixes - Introduced CMake based system to generated IDE projects for spine-sfml, and download dependencies for all other runtimes - Updated all spine-c based runtime READMEs with new usage and example instructions - Moved spine-cocos2d-iphone v2 and spine-cocos2dx v2 to separate branches. These will no longer be updated - Renamed spine-cocos2d-iphone to spine-cocos2d-iphone Removed cocos2d-ios v2 Spine runtime. See branch cocos2d-ios-v2 for legacy apps Moved cocos2d-ios v3 Spine runtime to top-level sphine-cocos2d-iphone directory Added Visual Studio support to CMake build Added Linux support for spine-sfml. Do apt-get install sfml-dev as a prerequisit, makes everyone's life easier Refactored Mac OS X framework detection and linking, added SFML_STATIC define for Win32 build Removed spine-cocos2dx v2 runtime. See cocos2dx-v2 branch on Github Moved spine-cocos2dx v3 runtime to root of spine-cocos2dx spine-c, spine-cocos2d-iphone, spine-cocos2dx, spine-sfml updated to 3.2.00 * Added CMake build for spine-c and spine-sfml * Removed spine-cocos2dx v2 and spine-cocos2d-iphone v2. See the cocos2dx-v2 and cocos2d-ios-v2 branches if you need these runtimes still * Added transform constraint rotate, scale, and shear offsets and mixes * Added spTransformConstraintTimeline * Added bone shearing * Added spShearTimeline * Changed spSkeleton_updateCache * Changed JSON format, see http://esotericsoftware.com/spine-json-format Ported 1be89d1c5766fedb91f080a23bffaef6609b86c3 to spine-c Cleaned up spine-c, removed IDE specific files and unnecessary data/ folder. Use CMake to import into your most beloved IDE Added spine-cocos2d-iphone to CMake, only downloads cocos2d-objc dependency. Use Xcode project in spine-cocos2d-iphone/ to run examples Added -std=c98 -pedantic -Wall to spine-c CMake file, fixed up all warnings, fixed up .gitignore Fixed warnings, replaced calls to stdlib cos/sin/atan2 with macros New cocos2dx example project, for Windows, Linux and Mac OS X. Doesn't work on Windows/Linux yet Fixed spine-cocos2dx Visual Studio projects Reworked cocos2dx dependency resolution Fixed up src/header paths in CMake files. Dependencies are only downloaded if you build a specific runtime example Updated spine-sfml README with instructions for Windows Updated spine-sfml README with instructions for Linux and Mac OS X Fixed README formatting More formatting, sorry, can't preview markdown... More README changes Renamed spine-cocos2d-iphone to spine-cocos2d-objc, fixed up Xcode project and README Updated spine-cocos2d-objc README Added context when exceptions are thrown during attachment and animation parsing. Added JsonRollback, a tool for converting newer JSON so it can be loaded by an older Spine version. [Unity] Update BoneFollower Added coverting linkedmesh to weightedlinkedmesh. [LUA] AnimationState trackCount bugfixes (#466) * resolved conflict * made trackCount keep count, not maximum track index. Prettier with varargs. Updated .gitignore to exclude cocos2dx dependencies Fixed up READMEs of spine-c based runtimes with proper version info. Fixed cocos2d-x CMake build to delete outdated Spine runtime shipped by cocos2d-x
spine-unity
The spine-unity runtime provides functionality to load, manipulate and render Spine skeletal animation data using Unity. spine-unity is based on spine-csharp.
For more documentation, see spine-unity Documentation.
While spine-unity can render directly with Unity, without the need for any other plugins, it also works with 2D Toolkit and can render skeletons using a TK2D texture atlas.
Licensing
This Spine Runtime may only be used for personal or internal use, typically to evaluate Spine before purchasing. If you would like to incorporate a Spine Runtime into your applications, distribute software containing a Spine Runtime, or modify a Spine Runtime, then you will need a valid Spine license. Please see the Spine Runtimes Software License for detailed information.
The Spine Runtimes are developed with the intent to be used with data exported from Spine. By purchasing Spine, Section 2 of the Spine Software License grants the right to create and distribute derivative works of the Spine Runtimes.
Spine version
spine-unity works with data exported from the latest version of Spine.
spine-unity supports all Spine features.
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.
SkeletonUtility allows other GameObjects to interact with the Spine skeleton, to control bones in the skeleton, be controlled by the skeleton, attach colliders, etc.
For advanced uses and specific optimization cases, Spine skeletons can be "baked" into native Unity animation assets. Since Unity's animation feature-set does not overlap with Spine's perfectly, baked assets have many limitations and removed features. For most uses, baking is not necessary.
The Spine Unity Features Tutorial forum thread has many videos on how to use spine-unity.
For more documentation, see spine-unity Documentation.
Quick installation
Download and run this Unity package:
In the Assets/Examples/Scenes folder you will find many example scenes that demonstrate various spine-unity features.
Note: If you are still using Spine 2.1.xx, you'll need to use the older 2.1.xx compatible runtime. You can find it here: spine-unity-v2.unitypackage
Manual installation
You can also choose to setup and run from the Git files:
- Download the Spine Runtimes source using git or by downloading it as a zip.
- spine-unity requires both
spine-csharpandspine-unity.- Copy the contents of
spine-csharp/srctoAssets/spine-csharpin your Unity project directory. - Copy the contents of
spine-unity/AssetstoAssetsin your Unity project directory. IncludingGizmosandspine-unityandExamplesif you want them.
- Copy the contents of
Gizmosis a special folder in Unity. It needs to be at the root of your assets folder to function correctly. (ie.Assets/Gizmos
spine-csharpandspine-unitycan be placed in any subfolder you want.
Importing skeleton data
- Add your
.json,.atlas.txtand.pnginto your Unity project.- You can do this through Unity's Project View: Drag and drop a folder containing the
.json,.atlas.txtand.pngfiles exported from Spine directly into the Unity Project view. - ... or you can opt to do this through Windows File Explorer or OSX Finder. Move or copy your
.json,.atlas.txtand.pngfiles into your Unity project'sAssetsfolder, ideally in its own subfolder.
- You can do this through Unity's Project View: Drag and drop a folder containing the
- spine-unity will automatically detect the
.jsonand.atlas.txtand attempt to generate the necessary spine-unity assets. - To start using your Spine assets, right-click on the SkeletonDataAsset (the asset with the orange Spine logo on it) and choose
Spine > Instantiate(SkeletonAnimation). This will add a GameObject with aSkeletonAnimationcomponent on it.- If you are more familiar with Mecanim, you may choose
Spine > Instantiate(Mecanim)instead.
- If you are more familiar with Mecanim, you may choose
- For more info on how to control the animation, see the spine-unity Animation Control documentation.
The original manual setup video to shows which assets belong where and what spine-unity's automatic import actually does for you under the hood. In case you have a specialized asset setup, this video will be useful for understanding how assets fit together.
More resources:
Notes
- This slightly outdated spine-unity tutorial video may still be useful.
- Atlas images should use Premultiplied Alpha when using the shaders that come with spine-unity (
Spine/SkeletonorSpine/SkeletonLit). - Texture sizes: Unity scales large images down by default if they exceed 1024x1024. This can cause atlas coordinates to be incorrect. To fix this, make sure to set import settings in the Inspector for any large atlas image you have so Unity does not scale it down.
- Texture artifacts from compression: Unity's 2D project defaults import new images added to the project with the Texture Type "Sprite". This can cause artifacts when using the
Spine/Skeletonshader. To avoid these artifacts, make sure the Texture Type is set to "Texture". spine-unity's automatic import will attempt to apply these settings but in the process of updating your textures, these settings may be reverted.