SpineGameObject properties

The Inspector view shows the properties of the SpineGameObject instance you select in the scene.

The Spine section shows the Data Key, Atlas Key, and the Skin name.

You can re-configure these values by pressing the Configure button. It shows a configuration dialog where you can select skeleton, atlas, and skin:

Configuring the skeleton, atlas, and skin of a game object.

That’s the only way of changing the skeleton and atlas of an object, but you can change the skin straight in the Skin parameter:

Skin property

Below there are the Configure and Preview buttons. It opens the Spine Game Object preview dialog.

SpineGameObject preview

You can preview a SpineGameObject by pressing the Preview button in the Spine section. It opens the a preview dialog where you can select the animation name, the animation track, and other parameters.

This dialog is similar to the Spine Preview dialog, but it also allows editing some properties of the game object, like the default mix, the animation mix, and the time scale:

Spine game object preview dialog.

The dialog has two sections: Preview and Settings. The Preview section has the Preview Track, Preview Animation, Preview Loop, and Preview Events parameters. It works just like in the Spine Preview dialog, and it doesn’t affect the object state.

The Settings contains the Time Scale and Default Mix parameters. If you change those parameters and press the Update button, then values are set to the game object and persisted in the scene.

In addition, you can set the animation mix values of the game object:

Animation mix

Learn more about the Spine animation concepts

Bounds provider properties

The bounds provider is responsible for computing the size of the SpineGameObject. By default, it uses the setup pose bounding box. There are two built-in implementations of the bounding box: the SetupPoseBoundsProvider (default) and the SkinsAndAnimationBoundsProvider.

The Spine Bounds Provider section in the Inspector view contains the parameters for setting the bounding box to the game object:

Bounds provider section

With the BP Type you select the bounds provider type: SETUP_POSE (SetupPoseBoundsProvider``) or **SKINS_AND_ANIMATION** (SkinsAndAnimationBoundsProvider`).

The other parameters are only valid if you select the SKINS_AND_ANIMATION bounds provider. This provider uses an animation and an array of skins for computing the bounds.

You can select the skins for the bounds provider in the BP Skin parameter. It gives you two options: CURRENT (uses the current skin in the game object) or ALL (uses all skins available in the game object’s skeleton data).

With the BP Animation parameter you can select what animation to use for the bounds provider. It lists all the animations available in the skeleton data.

Bounds provider animation.

With the BP Time Step parameter you can set the precision of the algorithm for computing the bounding size. A smaller time step means more precision, but slower calculation.

Animations properties

The Spine Animation section contains the animation properties.

Animation properties

Time Scale: To play the animations and mixes slower or faster. Default 1.

Default Mix: The mix duration to use when no mix duration is defined in the between two animations.

Mixes: The mix duration between two animations.

The Mixes button shows the number of defined animation mixes. Click on it to edit the mixes. It opens the Spine Game Object preview dialog where you can edit and preview the mixes:

Spine game object preview dialog.

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