Hello again!
As we continue to develop our game, we've noticed cases where some of the SkeletonGraphics that we use for our dialogue system (strictly UI/Canvas based) lose saturation for certain colors/layers—specifically, blushing.
As a developer (not an animator), I assumed it was just an issue with perhaps some settings regarding the animation itself, but (owning a pro license) checking the .spine
project and liaising with our animators resulted in no easy or known solution from what we could tell (correct us if we're wrong please!).
But, I took a look at the settings within Unity for the Spine/SkeletonGraphic shader settings and noticed that some of our portraits had the CanvasGroup Compatible
setting checked, while others didn't. Running a quick test of this in-game (during testing) showed that this setting affects how saturated things like the blush are (as seen in the screenshots below). Is this an unknown bug, a new bug, or actually part of the intended functionality? We're currently using SPINE 4.1.
Thank you in advance!
Julian.
PS: For the time being, we'll be unchecking this setting as it would look weird to have so many blushing characters in our game with bruise-like marks 🤣