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Spine Player Prefab - having issues

Hi,

I am finding it quite hard to understand how to set up my Player in Spine in AC.

Currently there is no Player visible how I have it set up. Not sure how my aims should be set up too?

Please see video:

https://www.dropbox.com/s/gbw84woxqgwb2f4/Spine Issue.mov?dl=0

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Comments

  • Check the Console for messages, which "SkeletonData asset" is assigned in the Skeleton Animation component, and which Animation clip is playing in the Animator.

    Move the PlayerStart so that they're not overlapping any of the scene sprites, so that he can be clearly seen in the Scene window. Though it should work with frame-flipping, assign assets into the L-direction skeleton fields.

  • edited April 2022

    ok, so message in animator is:

    ArgumentException: Animation not found: Idle
    Parameter name: animationName

    No other messages re Spine Player. He is present in 2d Demo scene, but giant and not animating. Plus, showing Up Idle but 'playing' Idle_R in animator.

    See video.

    https://www.dropbox.com/s/raqzxagwhwndxix/SpineIssue1.mov?dl=0

  • See the instructions of the integration you're using: https://adventure-creator.fandom.com/wiki/Spine_Integration. Directional suffixes are not used for animation names.

  • edited April 2022

    ok the wiki is a little difficult to follow. I have changed the animator to just have Walk and Idle and nothing has changed. Plus, my player will not move. See screenshots:

    https://www.dropbox.com/sh/n7sjdfuyyhxmsev/AABlsGIxxTDxsRWbUwO0X1ZRa?dl=0

  • edited April 2022

    Spine does not use Unity's Animator, and animations are defined in the SkeletonData asset.

    Your Player component is also disabled.

  • edited April 2022

    Ah ok, so no animator on the Player prefab at all?

    Plus, any idea what would be turning the Player component off? Happens in all my scenes and the AC 2d park scene. It is on in the preab.

  • no animator on the Player prefab at all?

    No.

    Plus, any idea what would be turning the Player component off? Happens in all my scenes and the AC 2d park scene. It is on in the preab.

    It shouldn't be a case of AC causing this behaviour - it may be a custom script.

  • edited April 2022

    ok so i have removed ay custom scripts on my player, and still Player component is off. And there are no custom scripts that affect the players Player component. I will have to think on that, regardless, when I turn the Player component back on in Play, I cannot get the player to move.

    see video:

    https://www.dropbox.com/s/jo0eji75f7jh5ho/SpineIssues3.mov?dl=0

    Also, how does one tell the player to do bespoke animations using spine in AC? Like PickUp, Trip etc?

  • This is still a case of your Spine objects not being set up correctly. Each skeleton asset will need to have its own "Idle" animation, so that Idle can play regardless of which asset is active / direction the character is facing.

    I would recommend loading Spine into a fresh Unity project and learning its usage without involving AC first.

    Also, how does one tell the player to do bespoke animations using spine in AC? Like PickUp, Trip etc?

    The Character: Animate Action can be used with Spine characters - so long as the active skeleton asset has the animation being called.

  • Thanks Chris, so I have made progress, but I can't work out why he is so big, and second, why he will not walk across the nav mesh in the scene.

    Also, do you have any help on how I would set a specific skin depending on the scene?

    See video:

    https://www.dropbox.com/s/yl3cpv4hvnbjcgh/SpineIntegration.mov?dl=0

  • I can't work out why he is so big

    At a scale of (1,1,1), his height matches that of the screen. Your Sorting Map scale values will need to be a lot smaller to bring him down.

    he will not walk across the nav mesh in the scene

    It may be a collision issue. Try removing the Circle Collider 2D and Rigidbody 2D components - they aren't necessary for Point And Click.

    do you have any help on how I would set a specific skin depending on the scene?

    You would need to rely on a separate Player object. If you're using Player-switching, this will need to be a separate Player prefab that you switch to using the Player: Switch Action. Otherwise, you can make use of a local Player object in individual scenes to override the Player character for that scene.

  • ok got it, sorted height. And sorted moving.

    Two things that aren't working for me now is dialogue (which worked perfect for my Sprites Unity Complex player but won't work for my Spine Player) and DR or DL custom anims won't animate (does Character face direction work for spine when then calling an anim that is direction based?)

    https://www.dropbox.com/sh/41jx9wd1a6heht6/AACuy5NcIO4JSHS02MtXpytna?dl=0

  • The character names entered into the Subtitle menu's Character(s) to limit to must refer to the name of the character - not their Hotspot. The name "Player" can be used in this box as a subtitute for the name of your active Player character.

    DR or DL custom anims won't animate

    Animations should play so long as the current skeleton has the supplied animation name - so your DL skeleton asset will need to have an animation named "TuckStartled1". If it's not found, Spine should let you know in the Console.

  • So my DR and DL skeleton does have the animation attached, and you can see the animation being called in my actionlist but it is not played and their is an error in console (see screenshots) - can you help me work out why?

    https://www.dropbox.com/sh/4ewgigmtuic793d/AABnatEA3H9hYX4LndJv9Shua?dl=0

  • It is looking for an animation named "TuckStarted_DR", but the animation actually is named "TuckStarted".

    Uncheck Add directional suffix? in the Action to remove the "_DR" from the intended name.

  • Tried that but still not working? See pic of anim command and console error:

    https://www.dropbox.com/s/c7pcslbocpmwl4f/StillNotWorking.png?dl=0

  • They appear to be facing left at the time the down-right animation is called.

    Does he face the correct direction if you either check Is instant? in the Character: Face direction Action, or insert an Engine: Wait Action in between the two?

  • Tried both and it still said:

    ArgumentException: Animation not found: TuckStartled
    Parameter name: animationName

  • I did a test and in play positioned the Player into a RL position then ran the action list and the animation did play. So it seems that the Character face direction command isn't working?

  • edited April 2022

    You can find out for sure by stopping the ActionList after the "Character: Face direction" Action. I can't recreate an issue on my end with it, though.

    Does the same Action work with the old Rufus Player prefab?

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