Mario Wasn't meant as critique, just an observation about software releases in general. Both the engine and its runtimes implementation are very new in the grand scheme of things. And Unity is a safer bet for commercial release within 6 months (and has the functionality I need).

Glad to see attachment API considered for a future version of Godot runtimes!

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T.Fly() I see, well I'll give it a shot I guess, either that or I just learn and use GDscript at this point lol. Also I thought custom skins were possible with godot given the mix and match example? Is setting individual body parts/clothing items as individual skins particularly inefficient? Though I guess if you do everything in spine then modding new gear into the game could be difficult.

    I'm a little confused, following the godot documentation it explains how to compile with .NET but im unsure where the spine runtimes fits into it. I have VSC, python, and SCons all setup but I haven't compiled anything yet. After cloning the spine runtimes I have both spine-godot and spine-cpp, from the above posts it seems I need to copy the spine-runtimes/spine-cpp/spine-cpp folder to the spine_godot folder, but since the runtimes are using a shell script, I'm not sure where to put the module_mono_enabled=yesand <godot_binary> --headless --generate-mono-glue modules/mono/gluelines in Git Bash if im using the shell scripts. If I don't use the shell scripts should I just follow the godot documentation normally and just do this part manually as well, also I shouldn't place the spine_godot folder in the godot/modulesfolder right?

    I'm currently working on the C# build and will report back once it's done.

    Today's progress: I got things to build on macOS. When you create a C# Godot Project, it will by default fetch the Godot assemblies from the default remote repository. For users of our custom engine build, they'll have to add a local repository to their nuget.config file. I'm also only targeting desktop OSs for the first MVP. There is simply not enough documentation regarding mobile or web with C#. The same is true for GDExtensions btw.

    Once this is done, we'll publish C# builds of our Godot engine fork as well. Then there should only be one manual step for users to get their C# projects working with Spine support, namely, adding the NuGet source to point to a local copy of "our" Godot .NET assemblies.

      Alyria Skins are supported in Godot, but only if they're set up in the Spine editor, then exported and included in the texture atlas. In Unity with attachment API, you can swap individual sprites, create runtime only skins and even repack the texture atlas on the fly. No additional re-export or setup from Spine necessary. This is very handy if you have hundreds of customization options for a couple dozen skeletons.

      Mario Web and mobile for C# are currently unsupported in Godot 4. They're waiting for upstream support in .NET 8 sometime next year most likely. For GDExtension, since nothing is specified, the assumption would be that support is equal to engine modules. I've created an issue for docs improvement in this regard:godotengine/godot-docs7685

        Mario oh dang that's awesome! thank you so much for looking into the .NET version. When it comes to compiling the godot source I was pretty overwhelmed with all the info at first, but after going through the documentation for a few hours and setting everything up I started to piece it together and the process wasn't nearly as bad as I thought, but it seems this way it'll be even easier which is awesome. Also no worries on the mobile/web compatibility, as T.fly says it seems kinda up in the air on godots side and at least for me personally I have no intention of doing anything in mobile/web development.

        T.Fly() I see I see, not too much of a deal breaker for me personally but I definitely get why it could be a problem, especially for mod support later on.

        SilverStraw Not if you need mesh deform from the initial Spine template skin. But for additive content, it works, yeah.

        Mario Got a response in my GDExtension docs issue: godotengine/godot-docs7685

        TL;DR: The expectation is that the same cpp code should compile both as engine module and GDExtension with minor differences, and both should have the same platform support.

        @T.Fly() oh, that's awesome! I will give making spine-godot a GDExtension for 4.1 a try after finishing the C# stuff. Cheers!

        2 mois plus tard
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