• Runtimes
  • Spine Runtime 4.0 zh-CN translation

Misaki pleasure! the minor update of Skeleton Viewer here:

ZH-CN-skeleton-viewer-startup-method-update.zip
3kB

    Hi, @wiige!
    Yesterday we released the spine-pixi-v8 runtime and with it a major update of the spine-pixi documentation: https://esotericsoftware.com/spine-pixi

    So we would be grateful if you could translate it when you have time.
    (Incidentally, the runtime page has not yet been updated, but this documentation can be accessed via the spine-pixi-v8 release blog.)

      Misaki that's a good news! will commence undertaking of spine-pixi doc now

      13 jours plus tard

      @wiige Sorry, it took me a while to realize that the spine-c and spine-cpp runtime documentation has been significantly updated, and I am late in sharing it with you. You can see the diffs below:

      I know you are in the process of working on the spine-pixi one, so I would be happy to check it out when it is convenient for you. Thank you for all of your help!

      @wiige FYI: We've just added an additional entry to the spine-unity FAQ section, regarding incorrect colors when Tint Black is only enabled at the material:
      https://diffy.org/diff/fd7bf735a70d7

      If the diff causes problems, the new section text is as follows:

      > **Why does my skeleton display wrong colors when I enable the Tint Black option in the material settings?**  
      
      ![](/img/spine-runtimes-guide/spine-unity/CommonError-Tint-Black.png)  
      
      Please make sure that you have enabled `Advanced - Tint Black` at the SkeletonRenderer (or SkeletonAnimation) component.

      @Misaki @Harald ok, let's do some quick updates:
      spine-c:

      ZH_CN_spine-c_doc.zip
      18kB

      spine-cpp:

      ZH_CN_spine-cpp_doc_render_update.zip
      16kB

      spine-unity-faq:

      ZH_CN_spine-unity-faq_add_item.zip
      5kB

      PS: your diffs expired so quick that I have to save the webpage lol @Misaki
      spine-pixi almost done, will be available soon

        wiige Thank you so much for the quick translation! The updates are reflected in spine-c, spine-cpp doc and the FAQ for spine-unity respectively:
        https://zh.esotericsoftware.com/spine-c
        https://zh.esotericsoftware.com/spine-cpp
        https://zh.esotericsoftware.com/spine-unity-faq#%E8%A7%86%E6%95%88%E9%97%AE%E9%A2%98

        By the way, I am sorry about the very short expiry date of the diffy.org pages I prepared! It was never my intention to rush you. In future, I will set the expiry date to permanent and manually delete it when the translation is finished.

          Thanks very much for your quick update @wiige, much appreciated as always!

          Misaki no need to feel sorry, diff do help a lot on tracking modification of docs. I have to thank you and @Harald for not tired about posting diffs here 😛

          BTW I am done with spine-pixi doc's translation:

          zh-cn-spine-pixi.zip
          9kB

          pls check it

            19 jours plus tard

            @wiige FYI: We've added a small section to the spine-unity-main-components page here. It's a remark to not call SetAnimation every frame and what to do instead.

            The diff is as follows:
            https://diffy.org/diff/30c056aef9214
            Here is the added text, starting before #### Queueing Animations:

            > **Important Note: don't call `SetAnimation` every frame.** It might be tempting to call `SetAnimation` with the target animation in your script's `Update` method regardless if it's already playing, thinking that the spine-unity runtime will automatically detect whether the animation changed. Not only will this start the animation anew each frame, freezing at the animation's first frame. As the Spine runtimes are designed for smooth transitions between animations, this will also add a [TrackEntry](/spine-api-reference#TrackEntry) for each call, mixing from animations previously added on the same track to this newly added one.
            >
            > Instead of calling `SetAnimation` every frame, keep track of the current state of your character and only call `SetAnimation` when you want to change to a different animation.
            If you ever want to keep the animation at the first frame while e.g. pressing and holding a button, set [TrackEntry.trackTime](/spine-api-reference#TrackEntry-trackTime) instead. If this is not an option, you can use [AnimationState.ClearTrack](/spine-api-reference#AnimationState-clearTrack) to clear all animations on the same track before setting the new animation.
              8 jours plus tard

              Harald I just saw the change, and here is the minor update for this note:

              spine-unity-main-components.zip
              24kB

              guess this is the last update of doc in 2024, let me say happy new year in advance!
              😊

                7 jours plus tard

                Happy New Year, @wiige ! There has been a small update to the spine-pixi documentation and I am sharing the diff with you: https://diffy.org/diff/6337c752b1cfa
                I hope you will take a look at it when you have time. 🙂

                  6 jours plus tard

                  Misaki I see! pixi doc update is here:

                  zh-cn-spine-pixi.zip
                  10kB

                    rocket-like response! lol

                    22 jours plus tard

                    Hi @wiige !
                    We have updated the pixi objects section and added an explanation about bounds providers in the spine-pixi documentation, could you please translate these?: https://diffy.org/diff/047538dbf9c1

                      Misaki sure sure, job done:

                      zh-cn-spine-pixi-boundproviders.zip
                      10kB

                      😛