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  • Request for compatibility with the new Enter Play mode

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5 місяців пізніше

We are sorry for the trouble and thanks for reporting!

An issue ticket has been created for you to subscribe:
[unity] Support new Unity 2019 Enter Play Mode · #1621


We have now fixed the last exception that occurred with new 2019.3 Enter Play Mode and both domain and scene reload disabled. Sorry for the long delay. In case you find any remaining issues, please don't hesitate to contact us.

The updated 3.8 unitypackage is available for download here as usual:
Spine Unity Download

Thanks for reporting!

20 днів пізніше

Unfortunately I'm still having this issue. My spine-unity is 3.8-2020-07-30, and my unity version is 2019.4.5f1. I've deleted my library just to make sure everything recompiled properly after updating spine-unity.


DannyWeinbaum написав

Unfortunately I'm still having this issue. My spine-unity is 3.8-2020-07-30, and my unity version is 2019.4.5f1. I've deleted my library just to make sure everything recompiled properly after updating spine-unity.

Ah okay. So it seems to work with no domain reload, but you still need to have "reload scene" checked. Is how its meant to be right now? Or should it be working no scene reloading as well?

Hm, it's expected to work with both Reload Scene and Reload Domain disabled.

What kind of problem did you encounter?
Which Unity version are you using?

7 днів пізніше
Harald написав

Hm, it's expected to work with both Reload Scene and Reload Domain disabled.

What kind of problem did you encounter?
Which Unity version are you using?

Really sorry about missing this! I thought I'd get an email notification or something. Basically, after compiling from a script change, when I press play all references to any SkeletonAnimation are going null, and all my Spine characters are invisible. But you know what, after entering play mode a second time after recompile everything is corrected. They get get messed up again whenever I compile, and fix themselves by the second play. This makes me believe its possibly an execution order issue, where my scripts are initializing in some way before spine refreshes from the compile (perhaps it happens on start), and by the time I run it a second time its already refreshed from the first play. Now that I know Spine is designed to work without domain and scene reload, I will investigate this execution order further, and report back 🙂. My Unity version is 2019.4.5f1


Okay so to anyone else who's having initialization issues going into play mode after compiling, I fixed mine by calling SkeletonAnimation.Initialize(true) before I do anything to the skeleton. They initialize themselves at some point but I wasn't able to find out where, and my scripts were trying to do stuff to them in start and awake. I tried adjusting the script execution order to make spine scripts go first but to no avail. Anyway calling initialize manually worked for me.

Thanks for getting back to us and for sharing your investigations.

You should be able to replace the SkeletonAnimation.Initialize(true) with SkeletonAnimation.Initialize(false), which does not override and re-initialize an already initialized skeleton.