I'm working on a game that uses the C runtime. We're in the process of updating to 4.2 to make use of physics. But I've run into an issue. Here's a video:
VIDEO
It first shows how the animation plays back within the Spine editor. Then how it looks when passing "NONE" to updateWorldTransform()
. Then how it looks when passing "UPDATE" instead. I can step through with a debugger and see it is running code for the physics constraints, and the behavior with "UPDATE" is different from with "NONE" or "POSE", so the physics is clearly doing something , but it's hard to tell what.
Things I have tried that made no difference: updating the runtime code to the latest from github, re-exporting the spine project, changing the spSkeletonJson->scale
when importing, changing the timestep passed to spAnimationState_update()
, calling spSkeleton_updateCache()
at various times.
At this point I'm out of ideas for how to further debug this to figure out what's going wrong. Any suggestions or guidance is appreciated.