Based on my knowledge, the spine-godot runtime has actually come a long way and is now quite mature! Here's what you should know:
Current State of spine-godot
The spine-godot runtime is fully featured and supports all the animation capabilities you'll need for a combat-focused game like the one you're describing. It comes in two flavors:
- GDExtension version - Drop it into your project's
bin/ folder and you're ready to go. Supports all platforms Godot supports.
- Custom C++ engine module - Requires custom Godot Editor builds but offers additional features like
AnimationPlayer integration and dedicated C# bindings.
Both versions support:
- Full animation playback and manipulation
- Animation mixing and queueing
- Physics support
- Custom materials and shaders
- 2D lighting with normal maps
- Mix-and-match for customization
- Bone and slot following for attaching objects
For Your Combat Game
For a parry-focused combat game with detailed animations, the spine-godot runtime provides everything you need:
- Precise animation control via
SpineAnimationState
- Animation event callbacks through signals
- Manual bone manipulation (useful for procedural adjustments)
- Multiple animation tracks for layering
- Full access to the skeleton structure
My Recommendation
Don't switch to Unity just because of perceived Spine support differences. The spine-godot runtime is solid and actively maintained. The real question should be: which engine fits your workflow better overall?
If you're already comfortable with Godot and its scene system, scripting approach, and 2D tools, stick with it. The spine-godot integration is professional-grade and won't hold you back.
Getting Started
The spine-runtimes repository includes extensive samples in the spine-godot/example-v4-extension/ folder that demonstrate:
- Animation state management
- Input handling for combat
- Bone following
- Custom materials
- And much more
These samples are your best learning resource and show real-world implementation patterns.
Regarding tutorial updates - I don't have information about when new tutorials might be released, but the included examples and documentation should give you a strong foundation to work from.