JOYLINK STUDIO

DOCUMENTATION / 02

Check, bake, play

Install one matching adapter and create your first saved resource.

Choose one matching version

Match the minor version of your Spine data and official Runtime: 4.1, 4.2 or 4.3. Install that official Runtime separately, including its own prerequisites such as UGUI when required. Then import only the corresponding optional package under:

Assets/JoyLinkStudio/SpineGpuAnimation/Integrations/OptionalPackages/
  Spine41Integration.unitypackage
  Spine42Integration.unitypackage
  Spine43Integration.unitypackage

Check the input

  1. Select a SkeletonDataAsset and open Tools → Spine GPU → Bake Animations.
  2. Choose an actual fixed skin and the clips to bake. Set a finite sampling rate greater than 0 and at most 240 Hz.
  3. Match Atlas is premultiplied to your source texture. Explicitly choose Ignore events only if discarding events is acceptable.
  4. Run Check input. Resolve all blocking errors; review warnings, selected animations and the bone-texture estimate.
Check input before committing to a bake.
Check input before committing to a bake.

Save and create a player

Use Bake selected animations and save the resource to an .asset path under Assets. Then choose Create player from saved result and enter Play Mode. Saving a resource alone does not create a GameObject. Adjust your camera and object scale as needed.

Changes to the input, skin, clips, sample rate, alpha or event settings invalidate the displayed result. Check and bake again before creating a player from new settings.

Reproduce the original example

Use Samples/OriginalSpineInput and follow its included README with the matching official 4.3 Runtime and Spine43Integration. This fixed-region, two-bone example has Idle and Wave clips. The final r2 package completed Check → Bake → save/reload → visible playback in Unity 2022.3 Built-in. This does not verify every Spine version across every pipeline.

Wave from the included original conversion input.
Wave from the included original conversion input.

Understand the conversion boundary

Use a fixed skin/attachment configuration, one atlas texture/material, normal blending and at most four influences per vertex. Unsupported timelines and semantics are reported rather than silently preserved. See the full scope before converting production assets.