• RuntimesBugs
  • Spine-WebGl config.webglConfig - Version 4.1.54

Currently if in the Version 4.1.54 a person sets a webglConfig for the creation of a new SpineCanvas the parameter is ignored.

Currently the SpineCanvas-File of the Version looks like this:

I tested Version 4.1.0 there it is working because the condition is correct.
It uses if (config.webglConfig === undefined )

My guss when the file get refactored the ! in that condition just was forgotten.

Pls fix that.

Thanks

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It seems that in Spine-WebGL version 4.1.54, there is an issue where the webglConfig parameter is ignored when creating a new SpineCanvas. This is likely due to a missing ! in the condition if (config.webglConfig === undefined), which should be if (config.webglConfig !== undefined) to properly check if the webglConfig is provided. This issue was not present in version 4.1.0, where the condition was correctly implemented. It would be beneficial to address this oversight in the code to ensure the webglConfig parameter is utilized as intended.

I checked the repo
the error got in with that commit: e4372e5329f9fe66b7b97e939d2fa800b04ce99a

Hello 🙂

This was fixed in 4.2 with this PR, but was not ported back into 4.1.

Can't you upgrade to 4.2? We are working on 4.3-beta now 😃

    Davide
    The models that i use are made in Spine 4.1.1
    And if i try to use the newest version i get an error like this:

    and in spine-webgl version 4.1.x that doesnt happen

      Zormolo
      You need to re export your asset from the Spine Editor to version 4.2 to use 4.2 runtimes.

        Davide
        i cannot do that
        the assets are from a game i play
        i cannot change the assests unfortualty

          Thats why i ask to fix that bug in version 4.1 as well

          Zormolo

          Even without the Spine project .spine file, the Spine Editor can import a skeleton .json or .skel file. Just click Import Data from the menu. After importing, click Export and choose your preferred format. Follow the instructions in the linked user guide if anything is unclear.

            Zormolo

            You can easily build a version of the library by running npm run build in the spine-ts folder, as explained here.

            Then you can choose your preferred format of the library from the spine-webgl/dist folder.

              Davide
              I hotfixed it for me already

              But i still believe its better if its in the offical repo with then a proper version
              So everyone has something from that

              I dont think everybody always uses the newest version of the software or runtimes.

              We cannot support previous versions indefinitely. This will also encourage users to upgrade to newer versions of Spine.
              In any case, I have cherry-picked the commit I mentioned earlier and pushed a new version.

              One last note regarding your previous message:

              i cannot do that
              the assets are from a game i play
              i cannot change the assets unfortunately

              This implies that you do not own a Spine license.
              Please read this paragraph regarding our license. Even if you have extracted the Spine assets from another application, you must own a Spine license to use the Spine runtimes (unless you are only evaluating the software or developing an SDK/library — in that case, your end users must hold a license).

              A Spine license is a one-time purchase that grants you lifetime software updates and allows you to publicly showcase and publish your product.