• RuntimesGodotBugs
  • Spine-Godot Extension: Android Export Crashes, iOS Export Fails - Godot 4.3

Dear Esoteric Software Support Team,

I am a registered Spine Professional user experiencing critical compatibility issues with the Spine-Godot extension that are preventing me from exporting my game to mobile platforms.

Current Environment:
• Godot Version: v4.3.stable.official[77dcf97d8]
• Platform: macOS (development), targeting Android and iOS
• Spine License: [Your license type/registered user]

Issue Summary:
My game uses Spine skeletal animations and atlas files, which work perfectly in the Godot editor.

However, I cannot successfully export to Android or iOS.
Android Export Issue:
• Previously Working: Successfully exported to Android with Spine animations until 6/10/2025 using gdextension dated 04/14/2025
• Current Problem: After system issues, I updated the gdextension from your website on 6/25/2025 (file dated 06/22/2025)
• Export Behavior: Android export now crashes during the script building phase (approximately 5-10 seconds into the build process)
• Troubleshooting Attempted:
• Reverted to the 04/14/2025 gdextension version - crash still occurs
• Cleared all Gradle caches and build artifacts
• Reinstalled Android build template
• Confirmed blank Godot projects export successfully to Android (issue is Spine-specific)

iOS Export Issue:
• Cannot complete any iOS export from Godot that successfully builds through Xcode
• This has been an ongoing issue, not related to recent changes

Request:
I require a Spine-Godot extension that is fully compatible with Godot v4.3.stable.official [77dcf97d8] for both Android and iOS exports. If this is not available, I may need to consider alternative solutions for either the game engine or animation system.

Previous Experience: I previously developed Episode 1 of this game series using Unity, but encountered significant compatibility issues with Spine integration — specifically with Unity's addressable system, singleton management, and inability to properly stage animation skeletons or atlases using Unity's Animation Player or Controller.

This led me to migrate to Godot, where the Spine integration has been excellent until these recent export issues.

If Godot and Spine do not provide compatibility for mobile development, what platforms do you suggest for me to use that will allow exporting of Spine animations to mobile devices?

Technical Details:
Current gdextension shows compatibility_minimum = "4.1"
Android libraries present: arm64 and x86_64 debug/release variants
All library paths in gdextension file match actual file locations

Could you please provide guidance on:
• A compatible Spine-Godot extension for my Godot version
• Known issues with the recent 06/22/2025 extension release
• iOS export compatibility status
Thank you for your assistance. I'm happy to provide additional technical details or crash logs if needed.

Kind regards,
Paul Hebert

UPDATE: Crash Log Analysis Available
I've obtained a detailed crash log that shows the exact point of failure. The crash occurs in libspine_godot.macos.editor during Android export when Godot tries to instantiate scenes containing Spine objects.
Key Technical Details:
Crash Type: EXC_BAD_ACCESS (SIGABRT) - Memory access violation
Location: libspine_godot.macos.editor at offset 816540
Process: Android export → Scene instantiation → Object::set() on Spine properties → NULL POINTER CRASH
Address: KERN_INVALID_ADDRESS at 0x0000000000000020
Stack Trace Excerpt:
Apply to composer-all...
5568
This suggests a null pointer dereference in the Spine extension when Godot tries to set properties on Spine objects during the export packaging process.

The complete crash log is attached with this update.

godot-crash-report-25-06-30-1650.txt
83kB

Thanks for your assistance with this request.

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.

Hello, Mario,

Thank you for your response regarding the spine-godot extension and mobile exports.
I appreciate the guidance to update to Godot 4.4.x, however, I need some clarification to ensure successful implementation:

Documentation Inconsistency:
Your official website currently lists Godot 4.3 as supported, but your response indicates 4.3 does not support mobile exports. Could you clarify this discrepancy? Should the documentation be updated to reflect this limitation?

Installation Verification:
To ensure I install the spine-godot extension correctly for 4.4.x, could you provide:

  1. Specific spine-godot extension version number for Godot 4.4.x
  2. Installation steps to verify proper setup
  3. Common gotchas that cause mobile export failures
  4. Test methodology you recommend to confirm mobile export functionality

Project Migration:
Are there any known compatibility issues when upgrading an existing 4.3 project with spine-godot to 4.4.x?

Are there any specific migration steps beyond the standard Godot upgrade process?

I want to ensure success before committing development time to this upgrade, particularly given the project's timeline constraints.

Thank you for your assistance.

Kind regards,
Paul Hebert

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.

Hi Mario,

I'm still experiencing a critical crash with the spine-godot-extension-4.2-4.4.1-stable when attempting Android export in Godot 4.4.1. The extension works perfectly in the editor but consistently crashes during Android export processing.

System Configuration:
Godot Version: 4.4.1 (clean install)
Spine Extension: spine-godot-extension-4.2-4.4.1-stable.zip (downloaded from official source)
Spine Editor: 4.2.02
Platform: macOS 14.7.6 (ARM64)
Android Setup: All properly configured (SDK, templates, Gradle build)

Project Details:
Project contains multiple Spine animations: character (Vega63D), weapons (heavy_cannon, primary_disruptor)
All Spine animations work flawlessly in Godot editor and GamePlay panel
No issues with scene loading, animation playback, or runtime behavior
Extension libraries present in bin/android/ directory

The Problem:
Android export crashes 100% of the time during the export process. The crash occurs even when "Runnable" is disabled (just generating project structure), indicating the issue happens during scene processing/analysis, not APK generation.
Crash Location (from stack trace):
5 libspine_godot.macos.editor 0x110e85c74 + 826484
6 libspine_godot.macos.editor 0x110e858f8 + 825592
7 libspine_godot.macos.editor 0x110eaab00 + 977664
8 Godot Object::set(StringName const&, Variant const&, bool*) + 112
9 Godot SceneState::instantiate(SceneState::GenEditState) const + 7044

Testing Performed:
✅ Verified Android export works with non-Spine projects
✅ Confirmed proper extension installation and configuration
✅ Tested with both "Runnable" enabled and disabled - crashes in both cases
✅ Verified all Android libraries are present and properly configured
✅ Project runs perfectly in Godot editor with all Spine features working

Reproduction:**
Open any Godot 4.4.1 project containing Spine objects
Install spine-godot-extension-4.2-4.4.1-stable
Attempt Android export (with or without "Runnable")
Godot crashes during export processing when encountering Spine objects

Impact:
This completely blocks Android deployment for any project using Spine animations with Godot 4.4.1, despite your documentation stating 4.4.1 compatibility.

I'm attaching the complete crash report for your analysis. The crash occurs consistently in the spine extension's object property setting code during Android export scene processing.

Is this a known issue? Are there any workarounds or a timeline for a fix?

Thank you for your assistance.

Kind regards,
Paul Hebert

godot-export-crash-report-25-07-06.txt
84kB

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.

Thank you for this feedback, Mario,

Since you mentioned that all your test projects export fine with the latest extension build on macOS, could you please share those working test projects?

This would help me understand the proper setup and configuration that should work reliably.

Having working reference implementations would be much more valuable than me trying to create a minimal repro when I don't know what the correct setup should look like.

Kind regards,
Paul Hebert