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  • Spine Runtime 4.0 zh-CN translation

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

                😛

                  wiige Sorry for the late reply, I was on a paternal leave and have just returned. 🙂

                  Have a Happy New Year 2025! 🎆
                  Let me thank you as well for all your great work in the past year!! 🌟 😃 It has really been an enormous help! 🌻

                  13 jours plus tard

                  Hi @wiige !
                  Sorry for the delay in sharing this, but I would like to ask you to translate the contents of the updated Installations section of the spine-godot documentation. Here is the diff:
                  https://diffy.org/diff/d78e826c6f783

                  The diffs may look long, but they are mostly scripts, so there are not many parts to translate. I would appreciate it if you could respond at your convenience.

                    6 jours plus tard

                    Misaki I finished it when I saw it just now:

                    zh-cn-spine-godot-double-flavors.zip
                    13kB

                    notify me anytime when you need :>

                      17 jours plus tard

                      @wiige FYI: We've just added a documentation section for a recently adde RenderExistingMeshGraphic utility component (a SkeletonGraphic variant for RenderExistingMesh). I've already added an analogous Chinese translation here:
                      https://zh.esotericsoftware.com/spine-unity-utility-components#RenderExistingMeshGraphic
                      If I made a mistake there with the translation, please let me know. 🙂

                        Harald what you write is exactly correct. I have synced it to my own gitlab repo, thanks for info me about this~