We're happy to announce that our spine-godot runtime now supports programming using the C# language! You are no longer limited to GDScript. C# support lets you use a feature rich IDE and can greatly increase productivity for complex games.
Please note that currently C# support in Godot 4.x is available only for desktop operating systems. As the Godot team expands platform support, our Godot binaries and export templates will be updated accordingly.
To get started, please visit our spine-godot documentation page and download the latest Godot + Spine binary with C# support for your operating system. Currently we provide binaries for the latest Godot stable release, which is 4.1.1.
Once you have successfully installed the Godot binary, follow the C# project setup guide to either initiate a new project or convert an existing one to utilize C# and Spine-Godot.
Congratulations! You are now ready to develop your Godot games with Spine and C#!
We're happy to announce the general availability of our brand new spine-phaser runtime.
Phaser has been one of the most beloved Web game engines for many years now. While Richard Davey and his team of OSS contributors created their own Phaser Spine Plugin, the Phaser team has many other duties. After discussion with Richard, we agreed that creating and maintaining an official Spine runtime for Phaser would be the most beneficial for both the Spine and Phaser communities -- that is what we are releasing today!
Here's a minimal example. Click the JS tab to see the code:
If you are a seasoned Phaser developer who's used the Phaser Spine Plugin, you'll find a few differences with our official spine-phaser runtime. spine-phaser supports both JSON and binary skeleton data files. It also separates loading of skeleton and atlas data, allowing you to reuse the same atlas for multiple skeletons, improving performance.
Another benefit to using the official spine-phaser runtime is that we guarantee timely updates and bug fixes in lock step with our Spine Editor releases. And for Davey and team, we can take away some of their burden, which will free them up to spend more time on Phaser itself.
To learn more, check out our spine-phaser documentation and have a look at the example code. We've ported many of the original Phaser Spine Plugin samples to our official runtime, which should make switching to the official runtime an easy endeavor.
We're happy to announce the general availability of our brand new spine-flutter runtime.
Our new runtime makes it extremely easy to integrate Spine animations with your Flutter projects. spine-flutter is built on top of spine-cpp, our C++ runtime, and works on desktop, Android, iOS, and the web.
Almost all of the core Spine Runtimes API is exposed as idiomatic Dart, so you don't have to worry about manual native resource management. On top of the core API, we've created Flutter-specific classes, like SpineWidget, that make integrating Spine animations a breeze. You can find the latest spine_flutter packages for both Spine 4.1 and 4.2-beta on pub.dev.
Flutter is not the only great option for creating cross-platform apps. The Flame engine, built on top of Flutter, also lets you develop cross-platform games with ease. We've built the spine-flutter runtime with Flame in mind. Have a look at our Flame example and make sure to follow the development of the bridge package for spine-flutter over on GitHub.