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great work, I updated my Godot project to 4.2 without a hitch. the draw order folders were a long awaited feature and the physics constraints are very interesting

Yo are absolutely the best. Thank you for this great update. It's a time saver. <3

A wonderful update! Thank you so much for all the hard work and new features 🙂

Made my first tries with physics today.
Moving around a character, like in the blog post, is super fun.

But is there a way to set global wind? Or do I have to set it for all constraints? (I use the c-runtime)

@pinguin Check the "global" checkbox next to the wind slider. All constraints with that checked are keyed with one "global" timeline.

I lurk and use the forum so much and made an account mostly to say, thank you. Between using my own janky PSD exporter that was originally from the repo version, having the built in PSD. You have saved me hours of time per day in my workflow. The [skins], [ignore], [merge] and the other tags I regularly use in the PSD just work. Please give this man a god dam round of applause! You have deprecated my janky Photoshop code.

100% recommend this update.

Thanks, it means a lot to us! 💗

Big thank you to the team for the amazing work and support that has always been shown,
THANK YOU 💗

20 jours plus tard

I wonder can we now unpack textures with pma through CLI? or other ways to batch unpack textures with alpha? Cuz when I search for this I found you mentioned this will be don in 4.2

The root motion is really interesting, I can't find any example scene, documentation or tutorial how to actually achieve it. Any pointers? Thanks in advance!!

    That's so great update, you're the best, guys.

    Do you have plans to make some preview-videos-rendering feature? I work mostly with a lot of skeletons in one file and when I need to render video preview it's always a struggle without outside tools.

      krutovig By preview-video-rendering you are referring to, do you mean the feature to export multiple combinations of animations from the Spine editor? If so, it is on our roadmap:
      EsotericSoftware/spine-editor371

      Unfortunately, it will be some time before we can do this in the editor, but as an alternative, you can use the timeline extension of the spine-unity runtime, which can be found on this blog post: https://esotericsoftware.com/blog/Combine-animations-in-Unity-using-the-Timeline-extension

      5 jours plus tard

      Is it supporting UE 5.4 or other UE5 runtime now?

        14 jours plus tard

        I already knew that Physics was great, but I hadn't seen Weld before.
        I was in desperate need of this.