zhouzhanglin / dragonbone_unity Goto Github PK
View Code? Open in Web Editor NEWDraongBone to unity animation
DraongBone to unity animation
在 ShowArmature.ShowSkins里
if(meshSpriteCount==0 )
{
//can delete safely
foreach(Material mat in matKV.Values){
AssetDatabase.DeleteAsset( AssetDatabase.GetAssetPath(mat));
}
}
如果2个armature前一个使用meshSprite 后一个不使用时 会误删材质
你好,非常感谢你能开发出这么方便的工具来导入dragonbone动画到unity,我们使用了一段时间感觉非常方便,不过最近发现了一个bug:使用目前最新版本的DragonBone_unity导入工具导入dragonbone动画到Unity后,生成sprite,sprite具有多个animation,在场景中播放其中一个animation时候,如果将sprite deactivate后(我们设置了个pool manager,当怪物被打死后回收到pool里面,用的是deactive的方法,打死后不播放死亡动画),再程序控制重新active它后,自动播放同deactivate时候不同的动画后,动画里面部件会错位,感觉像是里面部件的位置没有reset在重新active后?例如我们这个sprite有两个animation,一个是待机,一个是攻击动画,animator默认刚启动的是待机动画,待机动画有外部trigger触发会切换到攻击动画。当正在播放攻击的动画时候,判断怪物被打死,然后还没播放攻击动画完突然就deactivate,然后后面某个时刻spawn出来再activate,animator默认从待机动画开始播放,此时就会发生部件、角度的错位,很多部件感觉是保持了攻击时候的位置、角度没有重置。请问这是什么原因导致,有解决方案吗?
谢谢!
Hi, I just want to know if the reason that the animation do not loop on play mode is related to the "basic" version, or it is a actual issue? do I have to export it in a specific format, sorry, I cannot translate the video on the Unity Store
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