Problem statement
1) I've built a scene in Godot with a bunch of SpineSprites in it.
2) I expected that to be ok.
3) The more sprites I add to the scene the more Godot will take up my computer memory until it eventually crashes.
Note: It only seems to draw memory each tick if the Spine Sprite nodes actually have their skeleton_data_res property filled.
Give step-by-step instructions so we can reproduce the problem, if possible.
Here's a video showing it happen.
- Make a fresh scene with a Node2D at the root.
- Add a Spine Sprite node to the scene and set the skeleton_data_res field.
- Duplicate the Spine Sprite node until there are 15 copies.
- Notice that the memory usage in TaskManager (Processes tab) is steadily increasing while the editor window is open (minimizing the window seems to pause memory leak progress) and the filled scene is the active one (swapping to a blank scene with the editor open will also pause memory leaking).
Multiplying the number of instances in scene seems to increase the rate at which the memory usage accrues.
Editor information
Tell us your Spine Editor version.
V4.2.2.stable.custom_build[15073afe3]
Post your entire spine.log file here (or attach it), if you got any error messages.
N/A - Couldn't find any log or anything with any substance.