Spine Skeleton rendering full opacity under parent with 0 opacity
Cocos Creator version
3.8.6
System information
Windows 11, Cocos Creator, any rendering
Issue description
editor version: 3.8.6 but probably also on older ones.
spine versions: 3.8, 4.2
Intent: Activate a node with a spine skeleton animation under a parent node with UIOpacity component set to 50 and play an animation. The spine should start displaying the animation already with correct opacity taken from hierarchy.
Instead you will see: Spine animation activating with full opacity (255) for the first frame, and from the second one correctly retrieves the uiopacity from hierarchy parent.
Additional notes:
It happends generally only the FIRST time that the spine is enabled in the scene. if you would deactivate the node and re-activate it doing the process again it won't happend.
if the UIOpacity component is placed on the same node of the skeleton instead, the bug doesn't happen
Relevant error log output
No response
Steps to reproduce
the structure of the scene should be something like this:
canvas --node <- add UIOpacity component with opacity 50 as test ----skeleton <- add sp.Skeleton
node needs to be NOT ACTIVE skeleton child of node
Execute via script:
node.active = true
let skeleton = node.getComponentInChildren(sp.Skeleton)
skeleton.setAnimation(0, 'animationname')Minimal reproduction project
follow steps
Source: cocos/cocos-engine