With a straight exposure of our APIs to GDScript (or through native script) it should be dead simple to reproduce what you see in the video. All our runtimes across all languages (Java, C#, Lua, ActionScript, C, C++, TypeScript) work exactly the same. The code of that demo project would translate 1:1 to GDScript (with some changes to make the API a bit more idiomatic).

You can follow this issue which I'll update once work starts and progresses [godot] Add support for Godot Engine · #728

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2 mois plus tard

I hope this runtime can be done this year... module is the way against GDNative, best integration with GDScript. You should no translate bones to nodes because performance, Spine node should be one node and controllable with gdscript, bones, meshes, animations, z-order, etc... should be exposed to scripting sysem and if user need to attach one bone to a position or changing z-order, something like this, they can write exported variables to see that in inspector or make gdscipt logic to change that bone/mesh/texture/whatever in runtime...

We are waiting for this, please don´t forgot, in 2018 Godot it much more used that many of the other API´s that are now soported officially by spine, and behind Unity/Unreal/GameMaker, Godot is becoming the open-source alternative to this aplications.

3 mois plus tard

Is it possible to translate attachment to nodes? I am currently working with a runtime which allows me to add custom shaders to the attachements.

What do you mean by translating attachments to nodes?

Which runtime are you using? If you are using the Spine Unity runtime, then there is an example scene Spine Examples/Other Examples/BlendModes which uses Skeleton Data Modifiers to assign different shaders for blend modes Multiply/Screen/Additive. You can set these blendmodes in the Spine Editor and they will then be automatically set up by the Spine Unity runtime.

Please note that the topic of this forum thread is not very suitable for your question, since it is most likely not related to Godot - it would be better to start a separate thread.

2 ans plus tard

Hello,

as Godot's popularity is currently growing rapidly and it's probably the 3rd most used engine after Unity and Unreal, a runtime for Godot is becoming more and more important.
It seems like this: https://github.com/GodotExplorer/spine has been abandoned.

Are there any current efforts to create a runtime with full support?

Been looking a lot at Godot and would really love to give it a try. Only thing keeping me back is the missing spine runtime.

13 jours plus tard

Only thing keeping me away from Spine, unfortunately. Like Spine Godot is just incredible!
As of using unofficial third-party libraries - GDQuest can convince you that it's too risky to use them in commercial projects.

un mois plus tard

Any official word on this would be very much appreciated, even if it's just a "we're not working on it, don't expect anything anytime soon".

At least then I would know how to cut my losses and whether or not to basically choose between using Spine or using Godot.

We are working to update the Spine Runtimes for the 4.0 release. Once that is complete, the Godot runtime is next on the todo list.

12 jours plus tard

Nice, good to know Godot is still in the plans.

un mois plus tard

Thanks for the update. We are evaluating Spine for our next game and the lack of proper Godot Engine integration is the only thing that is stopping us from buying your products. Please keep us posted.

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5 mois plus tard

I just started using Godot not too long ago and I can tell you it's wonderful

2 ans plus tard
Nate a ajouté l'étiquette Godot le .