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dragonbonesunity's Issues

AnimationEvents not fired

Hi I´m experiencing problems with AnimationEvents , the only event that is fired is START, but other don´t , this may be due some checking in AnimationState.cs

Null Exception in BaseTimelineState

In the project there is many instances of the same animated object. After some time it drops with error:
NullReferenceException: Object reference not set to an instance of an object DragonBones.TimelineState._SetCurrentTime (System.Single passedTime) (at Assets/Scripts/DragonBones/animation/BaseTimelineState.cs:116) DragonBones.TimelineState.Update (System.Single passedTime) (at Assets/Scripts/DragonBones/animation/BaseTimelineState.cs:228) DragonBones.AnimationState.AdvanceTime (System.Single passedTime, System.Single cacheFrameRate) (at Assets/Scripts/DragonBones/animation/AnimationState.cs:932) DragonBones.Animation.AdvanceTime (System.Single passedTime) (at Assets/Scripts/DragonBones/animation/Animation.cs:268) DragonBones.Armature.AdvanceTime (System.Single passedTime) (at Assets/Scripts/DragonBones/armature/Armature.cs:330) DragonBones.WorldClock.AdvanceTime (System.Single passedTime) (at Assets/Scripts/DragonBones/animation/WorldClock.cs:155) DragonBones.DragonBones.AdvanceTime (System.Single passedTime) (at Assets/Scripts/DragonBones/core/DragonBones.cs:357) DragonBones.ClockHandler.Update () (at Assets/Scripts/DragonBones/Scripts/unity/UnityFactory.cs:36)

I'm getting a Shader error when trying to compile the project for Android target

Using Unity 2019.4.0f1

When trying to build the project I am getting the following error:

Shader error in 'DragonBones/BlendModes/Framebuffer': invalid ps_5_0 output semantic 'VCOLOR1' at line 68 (on gles3)

Compiling Vertex program
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER SHADER_API_MOBILE UNITY_HARDWARE_TIER1 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_D

this is the part of the code that throws the error:

fixed4 frag(output vo #ifdef UNITY_FRAMEBUFFER_FETCH_AVAILABLE , inout fixed4 fetchColor : COLOR1 #endif ) : SV_Target

Can you please advice?

Switch bone with external resource?

Hi there,
As AS3 version, we can switch bones with any texture we want,
But with Unity, maybe that's feature is missing,

Bone img = armature.GetBone ("step1_01");
    img.Display = Resources.Load("1/texture", typeof(Sprite));

Is there anyway for us to accomplish this?

Child armatures not working.

I can confirm that child armatures/skeletons do not work. Any thoughts on where the problem might be?

A new gameObject gets created for each child armature but it has no visible mesh. Also the gameObjects for the child armatures are not parented nor part of the main armature and are just floating off in space by themselves.

It may be better to use Unity 2d sprites and have a seperate sprite for each slot or bone. Or it would at least be nice to have the option to use sprites instead of a MeshRenderer. I see there is some code in UnityFactor that is commented out and uses the SpriteRenderer component for Unity sprites, is the planned for an update or was it replaced with the current MeshRenderer implementation?

切换动画出错

代码如下:
qq20140411171248
qq20140411171158
运行结果:
image
点击切换动画,报错信息如下:
qq20140411171315
请教如何切换动画,谢谢

Does this work with Unity 5 or not?

Hey, the website says that DB is compatible with Unity but this stuff is just a mess. No documentation, I can't tell if it works or if I'm just not doing something right.

Draw Calls很多

qq20140411171720
qq20140411171925
上一张图是运行默认的Demo的Draw Calls
下面这张图是运行龙骨导出的图片的Draw Calls
两者的Draw Calls 相差很大,请问这是我的设置问题,还是图片本身的问题?

Some elements display in the wrong position (skew related?)

Hi, I am trying to play some 2.3 files. They are parsed correctly and the animation sequences are recognized. However, some bones do not display at the correct position: they look twisted and smaller.
It appears that this happens in bones where the skX and skY parameters were animated, though I am not 100% sure. Are these supposed to work ok with the Unity implementation?

Organize the project structure

This post is just for feedback...

Please don't just throw in the folders and files, organize a little bit more, make unity packages and make a how-to guide and a kickstart, and if you can, translate to english, as far as I know, everything is in a foreign languaje

Keep the good work

current frame in animation

How to know a current frame of animation, that is playing now?
And how to know the maximum number of frames in the current animation?

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