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The latest version of this documentation can also be found at the [spine-unity Runtime Documentation](http://esotericsoftware.com/spine-unity#Timeline-Extension-UPM-Package) webpage.
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-# Timeline Extension UPM Package
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+## Timeline Extension UPM Package
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-Timeline support is provided as a separate UPM (Unity Package Manager) package. See section [Optional Extension UPM Packages](http://esotericsoftware.com/spine-unity#Optional-Extension-UPM-Packages) on how to download and install this package and section [Updating an Extension UPM Package](http://esotericsoftware.com/spine-unity#Updating-an-Extension-UPM-Package) on how to update it.
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+Timeline support is provided as a separate UPM (Unity Package Manager) package. See section [Optional Extension UPM Packages](#Optional-Extension-UPM-Packages) on how to download and install this package and section [Updating an Extension UPM Package](#Updating-an-Extension-UPM-Package) on how to update it.
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-## Spine-Unity Timeline Playables
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+### Spine-Unity Timeline Playables
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@@ -15,9 +15,9 @@ Spine Timeline currently provides three types of Timeline Playables:
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- `Spine AnimationState Graphic Track` *(for `SkeletonGraphic`)*,
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- `Spine Skeleton Flip Track` *(for both `SkeletonAnimation` and `SkeletonGraphic`)*.
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-**Limitations:** currently only [SkeletonAnimation](http://esotericsoftware.com/spine-unity#SkeletonAnimation-Component) and [SkeletonGraphic](http://esotericsoftware.com/spine-unity#SkeletonGraphic-Component) are supported. There is currently no Timeline support for [SkeletonMecanim](http://esotericsoftware.com/spine-unity#SkeletonMecanim-Component).
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+**Limitations:** currently only [SkeletonAnimation](#SkeletonAnimation-Component) and [SkeletonGraphic](#SkeletonGraphic-Component) are supported. There is currently no Timeline support for [SkeletonMecanim](#SkeletonMecanim-Component).
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-### Spine AnimationState Track
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+#### Spine AnimationState Track
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@@ -29,16 +29,24 @@ This track type can be used to set animations at the AnimationState of the targe
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- *Track Index.* The target AnimationState track index to set animations at. Do not forget to set this value accordingly when using multiple timeline tracks.
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> **Important Note:** Currently it is required to order the timeline tracks with base track at the top and overlay tracks below, otherwise the Editor Preview will display incorrect results.
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-#### Spine Animation State Clip
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+##### Spine Animation State Clip
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-You can add a `Spine Animation State Clip` to a `Spine AnimationState Track` (or `Spine AnimationState Graphic Track`) by dragging an `AnimationReferenceAsset` onto a Timeline track. See the [SkeletonData - Preview](http://esotericsoftware.com/spine-unity#Preview) section on how to generate `AnimationReferenceAssets` for a `SkeletonDataAsset`.
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+You can add a `Spine Animation State Clip` to a `Spine AnimationState Track` (or `Spine AnimationState Graphic Track`) by dragging an `AnimationReferenceAsset` onto a Timeline track. See the [SkeletonData - Preview](#Preview) section on how to generate `AnimationReferenceAssets` for a `SkeletonDataAsset`.
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-**Parameters**
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+**Parameters**
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+*Clip Timing*
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- *Clip In.* An initial local start time offset applied when playing this animation. Can also be adjusted by dragging the left edge of the clip.
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-- *Ease In Duration.* Blend transition duration used when `Use Blend Duration` and `Custom duration` are enabled. Can be adjusted by moving the clip into the previous clip, resulting in a cross-fade triangle at the transition.
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+- *Blend In Duration.* Blend transition duration used when `Use Blend Duration` and `Custom duration` are enabled. Can be adjusted by moving the clip into the previous clip, resulting in a cross-fade triangle at the transition.
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- *Speed Multiplier.* Playback speed multiplier. When set to 2.0 it will play the animation twice as fast, when set to 0.5 half as fast.
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+
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+*Spine Animation State Clip*
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+- *Don't Pause with Director.* If set to true, the animation will continue playing when the Director is paused.
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+- *Don't End with Clip.* Normally when empty space follows the clip on the timeline, the empty animation is set on the track. Set this parameter to true to continue playing the clip's animation instead.
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+- *Clip End Mix Out Duration.* When `Don't End with Clip` is false, and the clip is followed by blank space or stopped, the empty animation is set with this `MixDuration`. When set to a value less than 0, the clip is paused instead.
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+
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+*Mixing Setting*
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- *Custom duration.* When enabled, the value under `Mix Duration` below is used for transitions from the previous animation to this animation. When disabled, it will use the setup `Mix Duration` value at the SkeletonData asset for the animation pair.
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- *Use Blend Duration.* When enabled, the value under `Mix Duration` will be synced with the timeline clip transition duration 'Ease In Duration'. Enable this value to adjust transition durations by moving the clip into the previous clip, resulting in a cross-fade triangle at the transition.
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- *Mix Duration.* When *Custom duration* is enabled, this mix duration is used for transitions from the previous animation to this animation.
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@@ -46,35 +54,36 @@ You can add a `Spine Animation State Clip` to a `Spine AnimationState Track` (or
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- *Attachment Threshold.* See [TrackEntry.AttachmentThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-attachmentThreshold).
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- *Draw Order Threshold.* See [TrackEntry.DrawOrderThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-drawOrderThreshold).
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-**Ignored Parameters**
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+*Ignored Parameters*
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- *Ease Out Duration, Blend Curves*. These parameters are ignored and have no effect.
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**Usage**
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1. Add `SkeletonAnimationPlayableHandle` component to your SkeletonAnimation GameObject, or the `SkeletonGraphicPlayableHandle` in case of `SkeletonGraphic`.
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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`.
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3. Drag the SkeletonAnimation or SkeletonGraphic GameObject onto the empty reference property of the new Spine AnimationState Track.
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-4. To add an animation at a track, drag the respective [`AnimationReferenceAsset`](http://esotericsoftware.com/spine-unity#Preview) into the clips view (the right part of the Timeline panel) as you would with normal animation clips.
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+4. To add an animation at a track, drag the respective [`AnimationReferenceAsset`](#Preview) into the clips view (the right part of the Timeline panel) as you would with normal animation clips.
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-See spine-unity Runtime Documentation, [section Preview](http://esotericsoftware.com/spine-unity#Preview) on how to create an `AnimationReferenceAsset` for each of your animations.
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+See spine-unity Runtime Documentation, [section Preview](#Preview) on how to create an `AnimationReferenceAsset` for each of your animations.
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> **Note:** You can use the Duplicate function (`CTRL`/`CMD` + `D`) to duplicate selected clips in the clips view.
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**Track Behavior**
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-- `AnimationState.SetAnimation` will be called at the beginning of every clip based on the `AnimationReferenceAsset`.
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-- Clip durations don't matter. Animations won't be cleared where there is no active clip at certain slices of time.
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+- `AnimationState.SetAnimation()` will be called at the beginning of every clip based on the `AnimationReferenceAsset`.
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+- Clip durations matter since Timeline version 4.0.
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+ > Note: Behaviour of version 3.8 was that clip durations don't matter. Animations were not cleared when reaching empty space after a clip on the timeline.
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- Empty animation: If a clip has no `AnimationReferenceAsset` assigned, it will call `SetEmptyAnimation` instead.
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- Error handling: If the animation with the provided `AnimationReferenceAsset` is not found, it will do nothing (the previous animation will continue playing normally).
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- Animations playing before the timeline starts playing will not be interrupted until the first clip starts playing.
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-- 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 issue other calls at the AnimationState.
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+- What happens at the end of clips and at the end of the timeline depends on clip settings. When `Don't End with Clip` is true, nothing happens at the clip's end. This means the effect of the last clip's `SetAnimation` call will persist until you issue other calls at the AnimationState. If `Don't End with Clip` is false, it will be mix out to the empty animation with duration `Clip End Mix Out Duration`, or paused when `Clip End Mix Out Duration` is less than 0.
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- Edit mode preview mixing may look different from Play Mode mixing. Please check in actual Play Mode to see the actual results. Please see the remark in the [Spine AnimationState Track](#Spine-AnimationState-Track) section on correct track ordering when previewing multiple overlaid tracks.
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-### Spine Skeleton Flip Track
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+#### Spine Skeleton Flip Track
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This track type can be used to flip the skeleton of the target `SkeletonAnimation` or `SkeletonGraphic`.
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-#### Spine Skeleton Flip Clip
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+##### Spine Skeleton Flip Clip
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@@ -93,8 +102,5 @@ This track type can be used to flip the skeleton of the target `SkeletonAnimatio
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- The specified skeleton flip values will be applied for every frame within the duration of each track.
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- 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.
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-### Known Issues
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-- The Console potentially logs an incorrect and 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/
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-- 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.
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-- 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.
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-- 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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+#### Known Issues
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+- The Console potentially logs an incorrect and 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/
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