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[unity] Timeline UPM package documentation updated to latest changes, also on website documentation.

Harald Csaszar 3 years ago
parent
commit
5048034053

+ 24 - 15
spine-unity/Modules/com.esotericsoftware.spine.timeline/Documentation/README.md

@@ -11,17 +11,22 @@ Timeline support is provided as a separate UPM (Unity Package Manager) package.
 ![](add-menu.png)
 ![](add-menu.png)
 
 
 Spine Timeline currently provides three types of Timeline Playables:  
 Spine Timeline currently provides three types of Timeline Playables:  
-- `Spine AnimationState Track` *(for `SkeletonAnimation`)*,
-- `Spine AnimationState Graphic Track` *(for `SkeletonGraphic`)*,
-- `Spine Skeleton Flip Track` *(for both `SkeletonAnimation` and `SkeletonGraphic`)*.
+- `SkeletonAnimation Track` *(animates `SkeletonAnimation`)*,
+- `SkeletonGraphic Track` *(animates `SkeletonGraphic`)*,
+- `Skeleton Flip Track` *(flips `SkeletonAnimation` or `SkeletonGraphic`)*.
+
+> Note: Timeline tracks have been renamed in recent versions to improve readability.  
+`SkeletonAnimation Track` was called `Spine AnimationState Track`,  
+`SkeletonGraphic Track` was called `Spine AnimationState Graphic Track`,  
+`Skeleton Flip Track` was called `Spine Skeleton Flip Track`.
 
 
 **Limitations:** currently only [SkeletonAnimation](#SkeletonAnimation-Component) and [SkeletonGraphic](#SkeletonGraphic-Component) are supported. There is currently no Timeline support for [SkeletonMecanim](#SkeletonMecanim-Component).
 **Limitations:** currently only [SkeletonAnimation](#SkeletonAnimation-Component) and [SkeletonGraphic](#SkeletonGraphic-Component) are supported. There is currently no Timeline support for [SkeletonMecanim](#SkeletonMecanim-Component).
 
 
-#### Spine AnimationState Track
+#### SkeletonAnimation Track and SkeletonGraphic Track
 
 
 ![](animationstate-track.png)  
 ![](animationstate-track.png)  
 
 
-This track type can be used to set animations at the AnimationState of the target `SkeletonAnimation` or `SkeletonGraphic`. Track type `Spine AnimationState Track` is used for `SkeletonAnimation`, `Spine AnimationState Graphic Track` for `SkeletonGraphic`.
+These track types can be used to set animations at the AnimationState of the target `SkeletonAnimation` or `SkeletonGraphic`. Track type `SkeletonAnimation Track` is used for `SkeletonAnimation`, `SkeletonGraphic Track` for `SkeletonGraphic`.
 
 
 ![](animationstate-track-inspector.png)  
 ![](animationstate-track-inspector.png)  
 
 
@@ -31,25 +36,25 @@ This track type can be used to set animations at the AnimationState of the targe
 
 
 ##### Spine Animation State Clip
 ##### Spine Animation State Clip
 
 
-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`.
+You can add a `Spine Animation State Clip` to a `SkeletonAnimation Track` (or `SkeletonGraphic Track`) by dragging an `AnimationReferenceAsset` onto a Timeline track. See the [SkeletonData - Preview](#Preview) section on how to generate `AnimationReferenceAssets` for a `SkeletonDataAsset`.
 
 
 ![](animationstate-clip-inspector.png)  
 ![](animationstate-clip-inspector.png)  
 
 
 **Parameters**  
 **Parameters**  
 *Clip Timing*
 *Clip Timing*
 - *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.
 - *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.
-- *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.
+- *Blend In Duration.* Blend transition duration used when `Use Blend Duration` is enabled and `Default Mix Duration` is disabled. Can be adjusted by  moving the clip into the previous clip, resulting in a cross-fade triangle at the transition.
 - *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.
 - *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.
 
 
 *Spine Animation State Clip*
 *Spine Animation State Clip*
 - *Don't Pause with Director.* If set to true, the animation will continue playing when the Director is paused.
 - *Don't Pause with Director.* If set to true, the animation will continue playing when the Director is paused.
-- *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.
+- *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.
 - *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.
 - *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.
 
 
 *Mixing Setting*
 *Mixing Setting*
-- *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.
+- *Default Mix Duration.* When disabled, the value under `Mix Duration` below is used for transitions from the previous animation to this animation. When enabled, it will use the setup `Mix Duration` value at the SkeletonData asset for the animation pair.
 - *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.
 - *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.
-- *Mix Duration.* When *Custom duration* is enabled, this mix duration is used for transitions from the previous animation to this animation.
+- *Mix Duration.* When *Default Mix Duration* is disabled, this mix duration is used for transitions from the previous animation to this animation.
 - *Event Threshold.* See [TrackEntry.EventThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-eventThreshold).
 - *Event Threshold.* See [TrackEntry.EventThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-eventThreshold).
 - *Attachment Threshold.* See [TrackEntry.AttachmentThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-attachmentThreshold).
 - *Attachment Threshold.* See [TrackEntry.AttachmentThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-attachmentThreshold).
 - *Draw Order Threshold.* See [TrackEntry.DrawOrderThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-drawOrderThreshold).
 - *Draw Order Threshold.* See [TrackEntry.DrawOrderThreshold](http://esotericsoftware.com/spine-api-reference#TrackEntry-drawOrderThreshold).
@@ -57,9 +62,11 @@ You can add a `Spine Animation State Clip` to a `Spine AnimationState Track` (or
 *Ignored Parameters*
 *Ignored Parameters*
 - *Ease Out Duration, Blend Curves*. These parameters are ignored and have no effect.
 - *Ease Out Duration, Blend Curves*. These parameters are ignored and have no effect.
 
 
+> Note: *Default Mix Duration* was previously called *Custom Duration* and inverted. This has been changed to improve readability.
+
 **Usage**
 **Usage**
 1. Add `SkeletonAnimationPlayableHandle` component to your SkeletonAnimation GameObject, or the `SkeletonGraphicPlayableHandle` in case of `SkeletonGraphic`.
 1. Add `SkeletonAnimationPlayableHandle` component to your SkeletonAnimation GameObject, or the `SkeletonGraphicPlayableHandle` in case of `SkeletonGraphic`.
-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`.
+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` - `SkeletonAnimation Track`.
 3. Drag the SkeletonAnimation or SkeletonGraphic GameObject onto the empty reference property of the new Spine AnimationState Track.
 3. Drag the SkeletonAnimation or SkeletonGraphic GameObject onto the empty reference property of the new Spine AnimationState Track.
 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.
 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.
 
 
@@ -77,7 +84,7 @@ See spine-unity Runtime Documentation, [section Preview](#Preview) on how to cre
 - 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.
 - 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.
 - 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.
 - 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.
 
 
-#### Spine Skeleton Flip Track
+#### Skeleton Flip Track
 
 
 ![](skeleton-flip-track.png)  
 ![](skeleton-flip-track.png)  
 
 
@@ -93,9 +100,9 @@ This track type can be used to flip the skeleton of the target `SkeletonAnimatio
 
 
 **Usage**
 **Usage**
 1. Add `SkeletonAnimationPlayableHandle` component to your SkeletonAnimation GameObject, or the `SkeletonGraphicPlayableHandle` in case of `SkeletonGraphic`.
 1. Add `SkeletonAnimationPlayableHandle` component to your SkeletonAnimation GameObject, or the `SkeletonGraphicPlayableHandle` in case of `SkeletonGraphic`.
-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`.
+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` - `Skeleton Flip Track`.
 3. Drag the SkeletonAnimation or SkeletonGraphic GameObject onto the empty reference property of the new Spine Skeleton Flip Track.
 3. Drag the SkeletonAnimation or SkeletonGraphic 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`.
+4. Right-click on the row in an empty space in the Timeline dopesheet and choose `Add Spine Skeleton Flip 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.
 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**
 **Track Behavior**
@@ -103,4 +110,6 @@ This track type can be used to flip the skeleton of the target `SkeletonAnimatio
 - 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. 
 - 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
 #### Known Issues
-- 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/
+- 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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