• RuntimesGodot
  • [Godot] Is there any way to resize the in-editor bounds of a SpineSprite?


As you can see in the image above, I've scaled the skeletons of these spine sprites but the orange bounding box of the image stays the same size. This is becoming a bit of a headache and making it difficult to click on the right sprites in-scene. I know I can drag the box around with the editor pointer, but this affects its Node2D transform which is definitely not something I'm wanting!

Is there any way for me to resize (without affecting the Node2D transform) or disable these bounding boxes through GDScript? Almost all of these SpineSprites are going to have collider shapes under them anyway to assist in selecting them so the extra-large box is really getting in the way atm.

Appreciate any help on this!

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The in-editor bounding box of a SpineSprite in Godot coincides with the bounding box the skeleton has in the Spine Editor in setup mode. Unfortunately, there is no direct way to resize or disable these bounding boxes through GDScript without affecting the Node2D transform. However, you can manage the selection and interaction with these sprites by using collider shapes, as you mentioned. This approach can help you avoid the issues caused by the bounding boxes when selecting sprites in the scene.

    Spinebot Just want to confirm then, there is no way to disable or alter this box?

    For posterity's sake, I found a workaround that I'm happy with. For anyone interested, make an empty skin in your Spine project and make sure that skin is selected when export that skeleton. The bounding box generated by Godot seems to be based on that selected skin (so an empty skin results in a 0px size bounding box) - seen as the little orange dot at the base of the character here:

    {image showing an imported character with no bounding box visible}

    This means I can just select them based on the 2D collision shape I've configured on them.

    • ErikaMisaki 님이 이 게시물을 좋아합니다..