Mario

  • Inscrit 14 juin 2016
  • I'm afraid that is not possible, due to how the cocos2dX rendering pipeline works. We can not interleave rendering of multiple skeletons like you describe with cocos2dX.

  • Thanks for reporting. This has been fixed in the 4.2 branch.

    Please note that in Spine 4.3, we are removing spine-c in favor of spine-cpp-lite, a C wrapper around spine-cpp. This consolidation to a single implementation for native runtimes should help improve the native runtimes considerably.

    • pbk a répondu à ça.
    • The crash happens in Godot code, not spine-godot code.

      Thread 0 Crashed::  Dispatch queue: com.apple.main-thread
      0   libsystem_kernel.dylib        	       0x181da25d0 __pthread_kill + 8
      1   libsystem_pthread.dylib       	       0x181ddac20 pthread_kill + 288
      2   libsystem_c.dylib             	       0x181ce7a30 abort + 180
      3   Godot                         	       0x10176e068 0x100fa4000 + 8167528
      4   libsystem_platform.dylib      	       0x181e0b584 _sigtramp + 56
      5   libspine_godot.macos.editor   	       0x110e85c74 0x110dbc000 + 826484
      6   libspine_godot.macos.editor   	       0x110e858f8 0x110dbc000 + 825592
      7   libspine_godot.macos.editor   	       0x110eaab00 0x110dbc000 + 977664
      8   Godot                         	       0x105d6b92c Object::set(StringName const&, Variant const&, bool*) + 112
      9   Godot                         	       0x10480b378 SceneState::instantiate(SceneState::GenEditState) const + 7044
      10  Godot                         	       0x10480da70 PackedScene::instantiate(PackedScene::GenEditState) const + 36
      11  Godot                         	       0x1032c095c EditorExportPlatform::_export_customize(String const&, LocalVector<Ref<EditorExportPlugin>, unsigned int, false, false>&, LocalVector<Ref<EditorExportPlugin>, unsigned int, false, false>&, HashMap<String, EditorExportPlatform::FileExportCache, HashMapHasherDefault, HashMapComparatorDefault<String>, DefaultTypedAllocator<HashMapElement<String, EditorExportPlatform::FileExportCache>>>&, String const&, bool) + 1664
      12  Godot                         	       0x1032c7490 EditorExportPlatform::export_project_files(Ref<EditorExportPreset> const&, bool, Error (*)(void*, String const&, Vector<unsigned char> const&, int, int, Vector<String> const&, Vector<String> const&, Vector<unsigned char> const&, unsigned long long), Error (*)(void*, String const&), void*, Error (*)(void*, SharedObject const&)) + 15624
      13  Godot                         	       0x102bd19d4 EditorExportPlatformAndroid::export_project_helper(Ref<EditorExportPreset> const&, bool, String const&, int, bool, BitField<EditorExportPlatform::DebugFlags>) + 11616
      14  Godot                         	       0x102be58b4 EditorExportPlatformAndroid::export_project(Ref<EditorExportPreset> const&, bool, String const&, BitField<EditorExportPlatform::DebugFlags>) + 308
      15  Godot                         	       0x1033490b4 ProjectExportDialog::_export_project_to_path(String const&) + 1148
      16  Godot                         	       0x101aee244 0x100fa4000 + 11838020

      Without a minimal reproduction project, I'm afraid I can not help. All our test projects export fine with the latest extension build, on macOS.

    • From the log:

      /home/gogzy/Downloads/spine-runtimes-4.2/spine-godot/example-v4-csharp/examples/04-simple-input/SpineboyInput.cs(4,38): error CS0246: The type or namespace name 'SpineSprite' could not be found (are you missing a using directive or an assembly reference?) [/home/gogzy/Downloads/spine-runtimes-4.2/spine-godot/example-v4-csharp/spine-godot-examples.csproj]

      msbuild can't find `SpineSprite, which means the assembly can't be found. Your NuGet setup must be broken in some way. But I'm afraid that's hard to debug for me remotely :/

    • I will update the docs regarding the incompatibility of spine-godoto extension 4.3 with iOS and Android.

      Installation Verification:

      Project Migration
      No compatibility issues are known when upgrading from 4.3 to 4.4.x.

      No specific migration steps required. Just upgrade your Godot project from 4.3 to 4.4.x (which is automatic when you open it in Godot 4.4.x), and update the spine-godot extension in your project.

    • I'm afraid the auto-translation isn't great. Can you please describe in detail what you want to achieve? Possibly with illustrations?

    • I'm afraid I have no idea what could be the cause on your end. Did you try to export for HTML using the export settings in my test project?

      Oh, you might be on to something wrt to how you serve the game. For my test, i used python3 -m http.server in the directory I exported the test project to. I can then load the demo in the browser at http://localhost:8000.

    • Hah, this has happened to me numerous times as well 🙂

    • @Nate Flutter does PMA transparently on image load.

    • The spine-godot extension version 4.3 does not support Android and iOS exports. Please update to Godot 4.4.x and the spine-godot extension for that version.

      I've created a test project and exporting and running both Android and iOS exports works as expected.

    • At the bottom of the second verbose log you find this:

      Which points to a log file by MSBuild. Send that as well. Looks like your dotnet setup might not be working.

      As for the first log and "kind of crash" it's really hard to tell what's going causing it without being able to reproduce it. What project did you try to open? Since our example-v4 opens for you, there must be something in your project that makes the Godot build hang/crash.

      • It looks like the spine_godot_extension.gdextension has an error in it. Please replace its contents with this:

        [configuration]
        
        entry_symbol = "spine_godot_library_init"
        compatibility_minimum = "4.1"
        
        [libraries]
        
        macos.editor = "macos/libspine_godot.macos.editor.framework"
        macos.debug = "macos/libspine_godot.macos.template_debug.framework"
        macos.release = "macos/libspine_godot.macos.template_release.framework"
        
        ios.debug = "ios/libspine_godot.ios.template_debug.framework"
        ios.release = "ios/libspine_godot.ios.template_release.framework"
        
        windows.editor.x86_64 = "windows/libspine_godot.windows.editor.x86_64.dll"
        windows.debug.x86_64 = "windows/libspine_godot.windows.template_debug.x86_64.dll"
        windows.release.x86_64 = "windows/libspine_godot.windows.template_release.x86_64.dll"
        
        linux.editor.x86_64 = "linux/libspine_godot.linux.editor.x86_64.so"
        linux.debug.x86_64 = "linux/libspine_godot.linux.template_debug.x86_64.so"
        linux.release.x86_64 = "linux/libspine_godot.linux.template_release.x86_64.so"
        
        linux.editor.arm64 = "linux/libspine_godot.linux.editor.arm64.so"
        linux.debug.arm64 = "linux/libspine_godot.linux.template_debug.arm64.so"
        linux.release.arm64 = "linux/libspine_godot.linux.template_release.arm64.so"
        
        linux.editor.rv64 = "linux/libspine_godot.linux.editor.rv64.so"
        linux.debug.rv64 = "linux/libspine_godot.linux.template_debug.rv64.so"
        linux.release.rv64 = "linux/libspine_godot.linux.template_release.rv64.so"
        
        android.debug.x86_64 = "android/libspine_godot.android.template_debug.x86_64.so"
        android.release.x86_64 = "android/libspine_godot.android.template_release.x86_64.so"
        
        android.debug.arm64 = "android/libspine_godot.android.template_debug.arm64.so"
        android.release.arm64 = "android/libspine_godot.android.template_release.arm64.so"
        
        web.debug.threads.wasm32 = "web/libspine_godot.web.template_debug.wasm32.wasm"
        web.release.threads.wasm32 = "web/libspine_godot.web.template_release.wasm32.wasm"
        web.debug.wasm32 = "web/libspine_godot.web.template_debug.wasm32.nothreads.wasm"
        web.release.wasm32 = "web/libspine_godot.web.template_release.wasm32.nothreads.wasm"

        I've created a minimal project you can check out:
        http://mariozechner.at/uploads/test.zip

        • jvm a répondu à ça.
        • Spinebot is right. spine-android does work on Android 9, but only if hardware acceleration is disabled. And depending on the device/manufacturer changes to the OS, you might still run into rendering bugs. Your minimum Android version should be 10 for spine-android to work reliably. There is no workaround, as the Canvas APIs needed to render Spine skeletons are broken on Android < 10.

          I've opened an issue here. EsotericSoftware/spine-runtimes2861

          I have tried to figure out why the ios_min_version parameter isn't interpreted correctly by Scons, but couldn't find a fix. I've contacted the Godot folks for input on the matter.

          We do not have an official Qt/QML runtime. Could you point me to what you are using?

          As Spinebot said, that's currently not possible. I've opened an issue here:
          EsotericSoftware/spine-runtimes2859

          We are currently in the process of finalizing Spine 4.3, which requires porting changes to all runtimes. It will take some time before we can throw resources at this Flutter feature.

            Please attach the plain file here. The fancy new Notepad has Copilot, which is likely messing with the display of the file somehow.