• Unity
  • Feature Request: Refresh Skeleton Utility's bone hierarchy

  • Змінено
Related Discussions
...

I'm iterating on my skeletons a lot and one of my main issues I come across frequently is the spawned Skeleton Utility bone hierarchy not being able to update without completely removing it and spawning a new one. My specific use case is applying about 25 physics scripts on various bones for secondary movement such as hair, ears, and tails. These scripts also handle applying different settings based on the active skin. So when I update something on the Spine side such as adding new bones or renaming existing bones, I have to nuke the work I've already done and start the setup again.

A workaround I was using recently for new bones was to spawn a second Skeleton Utility's bone hierarchy and drag the new bones to the first hierarchy, then remove the second hierarchy. This seemed to work for a while until I updated Unity and Spine Runtimes and the bones I had done this for were completely out of position. Had to redo the prefabs entirely.

So a button that would scan for new bones which currently are not in the hierarchy and then add them would be a godsend. Bonus points for the same button renaming existing bones according to changes in Spine.

You should not need to remove and re-add every SkeletonUtilityBone. Is there a reason why you cannot use the SkeletonUtilityBone Add Child Bone button as described here or adjust the Bone parameter of the existing SkeletonUtilityBone component to the new renamed bone?

6 днів пізніше

I always ignored those buttons. My bad. I really should dig through all the docs but learning Spine was so easy by just using it that there are gaps in my knowledge, especially on the Runtimes side.

Thanks for getting back to us, glad there was no other problem preventing the above workflow.

Please let us know if you find anything missing or not well explained on the spine-unity docs pages here:
spine-unity Runtime Documentation
We are always striving to improve them wherever possible.