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  • Unity: failed setting triangles

Hi,

My SkeletonData contains 4 animation, when I link it to a SkeletonAnimationComponent, only the three are working on the Inspector, when I select the fourth (with the Animation field/dropdown), it generare an error:

"failed setting triangles. Somes indices are referencing out of bounds vertices"
"UnityEngine.Mesh:SetTriangles(Int32[], Int32[])"
"[...]Spine/SkeletonComponent.cs:192"

I am using the last revision of the unity runtime.

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Can you please email your JSON and images to contact@esotericsoftware.com?

17 दिन बाद में

I have the same Problem.I will Send it to you .

Hi,

We have the same problem.

It's very strange because sometimes we found a way to have a clean export , and sometimes not. Every time it's not the same way to do it.
But we don't have a clear picture of the problem so we can't solve it.

Wrong Setup ?
Missing Key ?
To much asset ?
Unity runtine problem ?

I think we do something wrong, but i can figure what it is.
If you have any idea, thanks a lot !

Sorry I haven't got a chance to look at this. I haven't forgotten and will get to it! It sounds like a bug in the submesh stuff when using a multi page atlas, or possible at other times.

I have the same problem! is it really a bug? or some mistake I've made?

first time posting here, and I have to say that the software is great, totally worth it and it is a time saver!

Hi,

Leoss and 11pika11 , do you use draw order in your animation ?
Because we do, and maybe Unity runtine can't do that actually.

Yes I do too, but I wouldn't relate that to the error. The error triggers only when changing the animations at runtime. But the initial animation always works.

Changing animation A to B triggers the error but if the animation starts in B works fine but i cannot change it to A.

I really needed this to get done so what i did was activate and deactivate game objects that each had the animation i need as initial. This is far from a fix or being optimal alternative. But works at least until there is a fix.

Hi ,

Maybe this topics can help:

http://forum.unity3d.com/threads/62411- ... s-vertices

http://forum.unity3d.com/threads/66386- ... post518527

Nate, maybe we need a mesh.Clear(); when we change anime on runtime ?

Sorry to ask , but somebody have a idea ? We switch a lot of animation on runtime and this bug is very annoying for us.

Sorry it took so very long to fix this. It was one of my fancy pants optimizations, where the last submesh triangle list could be longer than needed to avoid an allocation, only I forget to zero out the unused part of the list. :doh: The fix has been committed!

Thanks Nate !
Our animator can sleep again thanks to you 😉

Awesome! Thanks!

5 महीने बाद में

Hi Nate ,

We have this problem again.
It's very problematic for us.

Can you help us ?

Thanks

We work on the v1.8.11, the latest update

Were you using meshes?

Hi Pharan
I'm not sure to understand your question.
We work on Unity et we have this error message :

"failed setting triangles. Somes indices are referencing out of bounds vertices"
"UnityEngine.Mesh:SetTriangles(Int32[], Int32[])"
"[...]Spine/SkeletonComponent.cs:201"

Nate clean this bug a long time ago, but this bitch is back !!

Nate लिखा

Sorry it took so very long to fix this. It was one of my fancy pants optimizations, where the last submesh triangle list could be longer than needed to avoid an allocation, only I forget to zero out the unused part of the list. :doh: The fix has been committed!

We make a lot of switch animation during the runtime and this bug break everything

We'll probably need an example that causes the bug to occur. 🙁

Hi nate ,

We have this problem on every export.
Do you want one of our .spine to check that ?

It's exactly the same problem of the last time.

Line 201 in SkeletonComponent.cs is blank, your runtime must be out of date.

Ok !
Thanks nate ! I will check and i make you a return.

edit : Line are not a good indicator because few month ago we make some modification on the run time. But your right , our run time is out of date. I hope it will be fix the bug ,change the run time take a lot of time to remake our modification.

Maybe it's a lot faster to downgrade ou spine version , We can do that after ddl the new luncher ?