The default Spine integration uses SkeletonAnimations, which exist in world space.
This example shows how to use Spine SkeletonGraphics in Unity UI.
It uses two custom scripts:
SpineDialogueUI: A subclass of StandardDialogueUI that observes these custom conversation fields:
- "Panel # Actor" specifies the actor in panel #.
- "Panel # Start Visible" specifies whether panel # should start visible.
(Make sure the dialogue UI uses SpineDialogueUI and SpineSubtitlePanel.)
SpineDialogueActorUI: A subclass of SpineDialogueActor that handles SkeletonGraphics.
In the Dialogue Editor, give each actor a portrait image, even though it won't be used.
This is how the Dialogue System knows to show portrait info for the actor.
Add a SpineDialogueActor to each actor, and assign its SkeletonGraphic. During conversations,
the SkeletonGraphic will be moved to the appropriate subtitle panel.