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DragonBones C# Runtime

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我看了一下DragonBones插件中UnityEditor里有个ChangeArmatureData的方法,我就照抄了一下,用于游戏逻辑中动态切换动画骨架。 在编辑器下运行是没有问题的,但是将游戏打成安卓包后运行,当切换骨架时,会报错。请问这个我如何正确做到动态切换骨架呢?我看demo实例里也没有相关的代码。

unity version 2020.3.x DragonBone version 5.6.3.0001 NullReferenceException: Object reference not set to an instance of an object DragonBones.UnitySlot._UpdateMesh () (at Assets/DragonBone/Unity/src/DragonBones/Scripts/unity/UnitySlot.cs:735) DragonBones.Slot.Update (System.Int32 cacheFrameIndex) (at Assets/DragonBone/DragonBones/src/DragonBones/armature/Slot.cs:820) DragonBones.Armature.AdvanceTime (System.Single passedTime) (at...

`Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array` 很遗憾我没办法复现,很小概率有玩家会出现这个报错,而且没有其他 StackTrack 信息。 A: 没有 StackTrack怎么确定是 DragonBones的问题? Q: 我确实不完全确定,但是整个项目涉及到 mesh 设置 color...

UnityFactory.factory.BuildArmatureComponent(...) returns null. I can't build ArmatureComponent.

How you think it should work? BaseFactory.cs : 237 Dictionary skinSlots = new Dictionary(); foreach (var key in defaultSkin.displays.Keys) { var displays = defaultSkin.GetDisplays(key); skinSlots[key] = displays; }

I imported Dragon Bones to my Unity project for the first time and get all of these errors. ``` Assets\Scripts\UnityDragonBones\Scripts\unity\UnityArmatureComponent.cs(147,45): warning CS0168: The variable 'e' is declared but never used...

Image sorting in animation does not appear to be preserved in game, especially if any billboarding is happening. Manually configuring the depth sorting layers in my armature appears not to...

when i copy the files it gives me errors, it says there are names that already exists in the code

I am having this null reference thrown very randomly, so it is hard to trace the cause. I am using Unity 2018.3. It stops my animations from playing. NullReferenceException: Object...