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PSB issues after updating to 2019.1.4f1

Discussion in '2D Experimental Preview' started by WhamBamKazaam, May 30, 2019.

  1. WhamBamKazaam

    WhamBamKazaam

    Joined:
    Jun 13, 2018
    Posts:
    6
    Hi there,

    We just recently updated to Unity 2019.1.4f1 and after updating 2D Animation, 2D IK, and 2D PSD Importer, we're seeing some issues with our character art & animations. Specifically, all the "pieces" in our PSBs (I'm not entirely sure what these are; look like references to the prefab's GameObjects?) have the following error on them:

    upload_2019-5-29_19-22-44.png

    What info I have been able to find seems to lead down the Entities rabbit hole, but I'm not actually sure what the actionable fix here is.

    And while everything seems to be working fine in-game, the bones are no longer visible on our characters, which is a problem for the animator:

    upload_2019-5-29_19-29-15.png


    Any insights here would be much appreciated!
     
    Last edited: May 30, 2019
  2. Leo-Yaik

    Leo-Yaik

    Unity Technologies

    Joined:
    Aug 13, 2014
    Posts:
    159
    You can safely ignore the 'warning/error' message for now.

    We will look into the missing bone gizmo. Is this in Prefab isolation mode or standard scene view?
     
  3. WhamBamKazaam

    WhamBamKazaam

    Joined:
    Jun 13, 2018
    Posts:
    6
    Looks like it's happening in both Prefab mode and the standard scene view.

    Worth noting that this appears to only be an issue for existing Prefabs. When dragging a PSB into a scene to create a fresh GameObject, the bones are visible. This means we'd have to redo all the IK solvers and everything again, though, so not ideal.
     
  4. Sergi_Valls

    Sergi_Valls

    Unity Technologies

    Joined:
    Dec 2, 2016
    Posts:
    183
    It can happen that your SpriteSkin component is disabled. Try adding void Start() {} into SpriteSkin component class. That will show the component enable toggle so you can enable them.

    Last but not least, in recent versions we decided to show bones based on the current selection. In order to do that we find bones from what we consider the root of the character. We will first check for the prefab root. If the object does not belong to a prefab. we find the first parent Animator component. If Animator can't be found, we use the hierarchy root.
     
  5. WhamBamKazaam

    WhamBamKazaam

    Joined:
    Jun 13, 2018
    Posts:
    6
    Yep, adding void Start() {} to the SpriteSkin class and enabling the components made the bones visible again. Thanks!