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Null Reference of UGUI Armature build #69

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kultie opened this issue May 28, 2019 · 5 comments
Open

Null Reference of UGUI Armature build #69

kultie opened this issue May 28, 2019 · 5 comments

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@kultie
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kultie commented May 28, 2019

Building ArmatureComponent with isUGUI param is true resulting vertextBuffers of UnitySlot's MeshBuffer null
Unity 2018.2.18f1

@Awakeeeee
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Awakeeeee commented Oct 16, 2019

Same error at MeshBuffer null, but my problem is not caused by isUGUI parameter
Reproduce(runtime version 5.6.300, unity version 2019.1.4f):

  • export an official example db project to 5.5 json format
  • load json data in unity
  • call unity factory BuildArmatureComponent(armatureName)

@vipsbpig
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vipsbpig commented Dec 4, 2019

Is this bug has any progress?

@Awakeeeee
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Awakeeeee commented Dec 4, 2019

I think its about naming, for the armatureName you pass in, try use the skeleton name you specified in the DragonBone Editor, rather than any file names appear in unity

@Ultraspider
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Hello, I'm also facing this issue. I will investigate as soon as I have some time in my hands.
During my test, I'm not sure but I have noticed it seems that if you have in the Unity scene a UGUI Armature object for same the armature you are building with UnityFactory.factory.BuildArmatureComponent() the vertextBuffers is filled correctly and the issue disappear.

@Jomoyu
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Jomoyu commented Aug 22, 2023

@Ultraspider Thanks, man. You gave me the idea.

After testing it, I found that every time I import a new asset (two json files and one png file), I need to Create an Armature Object in Hiearchy with the new asset, and then click Create in the Inspector on the right. This will generate a _tex_Mat file, which will call BuildArmatureComponent in the script without an exception. I don't understand why this is the only way to generate the missing file. The BuildArmatureComponent method itself does not create the file it needs

In UGUI mode, create an ArmatureObject(UGUI).

--by Google Translate

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