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The latest version of this documentation can also be found at the spine-unity Runtime Documentation webpage.
Timeline support is provided as a separate UPM (Unity Package Manager) package. See section Optional Extension UPM Packages on how to download and install this package and section Updating an Extension UPM Package on how to update it.
Spine Timeline currently provides three types of Timeline Playables:
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 Trackwas calledSpine AnimationState Track,
SkeletonGraphic Trackwas calledSpine AnimationState Graphic Track,
Skeleton Flip Trackwas calledSpine Skeleton Flip Track.
Limitations: currently only SkeletonAnimation and SkeletonGraphic are supported. There is currently no Timeline support for SkeletonMecanim.
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.
Parameters
Track Index. The target AnimationState track index to set animations at. Do not forget to set this value accordingly when using multiple timeline tracks.
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.
Unscaled Time. Whenever starting a new animation clip of this track, SkeletonAnimation.UnscaledTime (or SkeletonGraphic.UnscaledTime respectively) will be set to this value. This allows you to play back Timeline clips either in normal game time or unscaled game time. Note that PlayableDirector.UpdateMethod is ignored and replaced by this property, which allows more fine-granular control per Timeline track.
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 section on how to generate AnimationReferenceAssets for a SkeletonDataAsset.
Parameters
Clip Timing
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.Spine Animation State Clip
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
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.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.Ignored Parameters
Note: Default Mix Duration was previously called Custom Duration and inverted. This has been changed to improve readability.
Usage
SkeletonAnimationPlayableHandle component to your SkeletonAnimation GameObject, or the SkeletonGraphicPlayableHandle in case of SkeletonGraphic.Spine - SkeletonAnimation Track.AnimationReferenceAsset into the clips view (the right part of the Timeline panel) as you would with normal animation clips.See spine-unity Runtime Documentation, section Preview on how to create an AnimationReferenceAsset for each of your animations.
Note: You can use the Duplicate function (
CTRL/CMD+D) to duplicate selected clips in the clips view.
Track Behavior
AnimationState.SetAnimation() will be called at the beginning of every clip based on the AnimationReferenceAsset.AnimationReferenceAsset assigned, it will call SetEmptyAnimation instead.AnimationReferenceAsset is not found, it will do nothing (the previous animation will continue playing normally).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.This track type can be used to flip the skeleton of the target SkeletonAnimation or SkeletonGraphic.
Parameters
Usage
SkeletonAnimationPlayableHandle component to your SkeletonAnimation GameObject, or the SkeletonGraphicPlayableHandle in case of SkeletonGraphic.Spine - Skeleton Flip Track.Add Spine Skeleton Flip Clip.Track Behavior
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/