Comments (2)
Or is that included once we get the license?
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For the Unity runtime you need to copy the spine-csharp files into the Unity directory. Actually I'll just simplify things and commit it that way in github. Done! Grab it again from github and try again please. :)
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Related Issues (20)
- MeshGenerator.ScaleVertexData have Vector3.op_Multiply() Vector3..ctor() HOT 5
- [cocos2dx] Two-color tinted skeletons do not render on the first frame HOT 8
- [phaser] texture flicker when creating new SpineGameObject HOT 1
- [ts][threejs] Blending mode not working properly
- [cocos2dx] Double free warning in Spine Examples HOT 2
- [player] Allow loading different data files. HOT 1
- [sfml] Multiply blend mode + non-PMA doesn't look correct on Celestial Circus HOT 1
- [ts] WebGPU support and Spine-Pixi runtime HOT 2
- [c] Scale Problem after 4.2 Upgrade HOT 4
- [ue] The cast shadow is slightly off the skeleton's boundary when using `SpineLitNormalMaterial`. HOT 1
- [runtimes] Copy constructor for Constraints reference bones and slots of the original skeleton HOT 2
- [spine-csharp] Skeleton.PhysicsRotate references the field r instead of the parameter x HOT 1
- [unity] SkeletonGraphicRenderTexture example component RenderTexture distorted
- [godot] Crash in SpineSlotNode if SpineSprite parent does not have skeleton data set HOT 5
- [runtimes] Skeleton.getBounds() should apply clipping
- [godot] Leak in editor when scene with multiple SpineSpriteNodes is open
- [spine-csharp] MathUtils.Atan2Deg isn't defined when USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS is defined HOT 1
- [TS] MixDuration setter issues HOT 3
- [unity] UpdateWhenInvisible incorrect when using SkeletonRenderSeparator
- [unity] SkeletonGraphicRenderTexture incorrect alpha blending
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