DOCUMENTATION / 05
Compatibility & requirements兼容性与依赖
Separate verified playback environments from conversion coverage.区分已验证的播放环境与转换覆盖范围。
Verified playback environments已验证的播放环境
| Unity | Built-in | URP |
|---|---|---|
| 2022.3.62f3 | Unlit | 14.0.12 · UniversalRenderer Forward · Unlit |
| 6000.4.5f1 | Unlit | 17.4.0 · UniversalRenderer Forward · Unlit |
The frozen 0.1.0 r2 package was imported into four clean projects. Compilation, builds and visible 256-instance Crowd playback passed on Windows x64 / Direct3D11. These exact checks do not certify every patch, device or graphics API.冻结的0.1.0 r2包已实际导入四个干净工程,在 Windows x64/Direct3D11 完成编译、构建及256实例可见播放。精确验证不代表全部补丁、设备和图形API均通过。
Conversion evidence转换验证范围
Optional adapters are supplied for Spine 4.1, 4.2 and 4.3. Install one matching official Runtime separately and obtain the applicable license. 4.1/4.2 have limited historical Built-in region-baking, numerical sampling and save/reload evidence. The included original 4.3 input completed final-package conversion and playback in Unity2022.3 Built-in. No complete version × Unity × pipeline conversion matrix is claimed.提供4.1、4.2、4.3可选适配器;须另装一套匹配官方 Runtime 并取得适用许可。4.1/4.2有有限的历史 Built-in region烘焙、数值采样和保存重载证据。包内原创4.3输入已在 Unity2022.3 Built-in 完成最终包转换和播放;不宣称完整版本×Unity×管线转换矩阵。
Supported conversion scope转换范围
Fixed setup skin and attachments; one atlas texture/material; normal blending; up to four influences per vertex. Region and mesh paths are implemented, but verify your own weighted meshes visually. Static colors and alpha are captured. Bone-matrix interpolation between baked samples approximates poses and can shrink rotations.固定 setup skin 与 attachment;单 atlas 纹理/材质;Normal 混合;每顶点最多4骨骼影响。已实现 region/mesh路径,但自己的加权网格仍须目视核对。静态颜色和 alpha 会被捕获;烘焙样本间骨骼矩阵插值是近似,可能使旋转收缩。
Not preserved: deform, clipping, physics, animated attachments/draw order/slot colors/sequences, two-color tint, multiple atlas materials and non-normal blending. No runtime skin switching, event replay, animation blending or transitions. IK/transform/path results require input-specific verification.不保留:deform、clipping、physics、动态 attachment/draw order/slot color/sequence、two-color tint、多 atlas材质及非 Normal混合。不含运行时换肤、事件回放、动画混合或过渡。IK/transform/path结果须针对实际输入验证。
Rendering scope渲染边界
Renderer2D, Deferred, 2D Light, Lit shading, shadows and HDRP are outside scope. Mobile, WebGL, consoles, XR and other graphics APIs are unvalidated. Crowd batching does not guarantee arbitrary transparent overlap. The separately measured Built-in D3D12 performance example does not add other platform or URP performance guarantees.Renderer2D、Deferred、2D Light、Lit受光、阴影及HDRP不在范围内。移动端、WebGL、主机、XR及其他图形API未验证。Crowd批次不保证任意透明重叠排序。单独测量的 Built-in D3D12性能示例不构成其他平台或URP性能保证。