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# spine-unity
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-The **Spine-Unity** runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unity](http://unity3d.com/). spine-unity is based on [spine-csharp](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-csharp).
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+The **spine-unity** runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unity](http://unity3d.com/). spine-unity is based on [spine-csharp](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-csharp).
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-For more documentation, see [Spine-Unity Documentation](https://github.com/pharan/spine-unity-docs/blob/master/README.md).
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+For more documentation, see [spine-unity Documentation](https://github.com/pharan/spine-unity-docs/blob/master/README.md).
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While spine-unity can render directly with Unity, without the need for any other plugins, it also works with [2D Toolkit](http://www.unikronsoftware.com/2dtoolkit/) and can render skeletons using a TK2D texture atlas.
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@@ -28,7 +28,7 @@ For advanced uses and specific optimization cases, Spine skeletons can be "baked
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The [Spine Unity Features Tutorial](http://esotericsoftware.com/forum/Unity-Feature-Tutorials-4839) forum thread has many videos on how to use spine-unity.
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-For more documentation, see [Spine-Unity Documentation](https://github.com/pharan/spine-unity-docs/blob/master/README.md).
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+For more documentation, see [spine-unity Documentation](https://github.com/pharan/spine-unity-docs/blob/master/README.md).
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## Quick installation
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@@ -45,10 +45,9 @@ In the `Assets/Examples/Scenes` folder you will find many example scenes that de
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You can also choose to setup and run from the Git files:
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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).
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-2. Spine-Unity requires both `spine-csharp` and `spine-unity`.
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+2. spine-unity requires both `spine-csharp` and `spine-unity`.
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- Copy the contents of `spine-csharp/src` to `Assets/spine-csharp` in your Unity project directory.
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- - Copy the contents of `spine-unity/Assets/` to `Assets/` in your Unity project directory. Including `Gizmos` and `spine-unity` and `Examples` if you want them.
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-
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+ - Copy the contents of `spine-unity/Assets` to `Assets` in your Unity project directory. Including `Gizmos` and `spine-unity` and `Examples` if you want them.
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> - `Gizmos` is a [special folder](http://docs.unity3d.com/Manual/SpecialFolders.html) in Unity. It needs to be at the root of your assets folder to function correctly. (ie. `Assets/Gizmos`
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- `spine-csharp` and `spine-unity` can be placed in any subfolder you want.
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@@ -60,18 +59,16 @@ You can also choose to setup and run from the Git files:
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1. Add your `.json`, `.atlas.txt` and `.png` into your Unity project.
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- You can do this through Unity's Project View: Drag and drop a folder containing the `.json`, `.atlas.txt` and `.png` files exported from Spine directly into the Unity Project view.
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- ... or you can opt to do this through Windows File Explorer or OSX Finder. Move or copy your `.json`, `.atlas.txt` and `.png` files into your Unity project's `Assets` folder, ideally in its own subfolder.
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-2. Spine-Unity will automatically detect the `.json` and `.atlas.txt` and attempt to generate the necessary Spine-Unity assets.
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+2. spine-unity will automatically detect the `.json` and `.atlas.txt` and attempt to generate the necessary spine-unity assets.
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3. 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 a `SkeletonAnimation` component on it.
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- If you are more familiar with Mecanim, you may choose `Spine > Instantiate(Mecanim)` instead.
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-4. For more info on how to control the animation, see the [Spine-Unity Animation Control documentation](https://github.com/pharan/spine-unity-docs/blob/master/Animation.md).
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-
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-
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+4. For more info on how to control the animation, see the [spine-unity Animation Control documentation](https://github.com/pharan/spine-unity-docs/blob/master/Animation.md).
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-> The original [manual setup video](https://www.youtube.com/watch?v=-V84OIvZdQc) 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.
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+> The original [manual setup video](https://www.youtube.com/watch?v=-V84OIvZdQc) 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.
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> More resources:
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-[Drag and drop video](http://www.youtube.com/watch?v=-Gk_zJsY1Ms)
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-[readme PDF](https://raw.githubusercontent.com/EsotericSoftware/spine-runtimes/master/spine-unity/README.pdf)
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+- [Drag and drop video](http://www.youtube.com/watch?v=-Gk_zJsY1Ms)
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+- [readme PDF](https://raw.githubusercontent.com/EsotericSoftware/spine-runtimes/master/spine-unity/README.pdf)
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----------
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@@ -79,5 +76,5 @@ You can also choose to setup and run from the Git files:
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- This slightly outdated [spine-unity tutorial video](http://www.youtube.com/watch?v=x1umSQulghA) may still be useful.
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- Atlas images should use **Premultiplied Alpha** when using the shaders that come with spine-unity (`Spine/Skeleton` or `Spine/SkeletonLit`).
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-- **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.
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-- **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/Skeleton` shader. 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.
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+- 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.
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+- 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/Skeleton` shader. 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.
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