Comments (5)
Thank you for reporting! I have confirmed that I can reproduce the problem on my macOS PC. As you mentioned, this also occurs with Godot 4.2.2 (non-mono).
Regarding the second step (Set a SpineSprite to the root node of the scene) in the instructions, whether it is the root node or not is actually irrelevant. This problem can be reproduced even if the SpineSprite
is not the root node.
The problem seems to be caused by the fact that the SkeletonDataResource
referenced by the SpineSlotNode
has not yet been set in the SpineSprite
node, since the SpineSlotNode
was created immediately after the SpineSprite
node was created. So adding the step of setting the SkeletonDataResource
in SpineSprite
between Steps 2 and 3 solves this problem.
In any case, it would be ideal to be able to avoid this problem by issuing some kind of warning if the parent SpineSprite
node does not have a SkeletonDataReference
. We should address this issue.
from spine-runtimes.
Thank you for the investigation. For future reference: please always include any error logs or crash report logs that you get. This will help us further pinpoint the issue in the code.
from spine-runtimes.
I see that 4.2.2 has been released, I will re-test with that and report back.
from spine-runtimes.
Still crashing in 4.2.2.stable.mono, unfortunately.
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@badlogic Is that Mario?! We meet again. ๐ Used to contribute to LibGDX back in the day as โ3xp0n3ntโ. Has it really been a decade? Anyway, thanks for the quick fix!
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Related Issues (20)
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- [godot]Rotating bones with `Gravity` of physics constraints gives different results than in the editor.
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- [unity] SkeletonRenderTexture ArgumentException when mesh empty HOT 1
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