zakaroff

  • 2024년 12월 5일
  • 2023년 2월 14일에 가입함
  • I think Zeynur set the appropriate Limit in each physics constraint.

    A similar effect can be seen in our official sample project: snowglobe-pro.

  • I created a physics system using Spine 4.2 Beta as an example. I find the physics system useful in various areas. While it may take hours to create an animation this way, we can do it in a shorter time without any limitations. I enjoy experimenting with Beta and creating new things.

    I'm looking forward to the upcoming updates, which will be even better.

    • Misaki님이 이에 답장했습니다.
    • Nate, hufei, Misaki, 및 2 개의 기타들 님이 이 게시물을 좋아합니다..
    • @Milerael We have just pushed integration commits of 4.2-beta physics and 4.2-beta skeleton loading to the repository for spine-csharp and spine-unity. Please note that this does not yet include automatically applying GameObject movement to Spine's physics yet, this will be added later. Nevertheless, you should now be able to import and play back your PhysicsConstraint-driven 4.2-beta skeletons in Unity.

      New spine-unity 4.2-beta packages are available for download here as usual:
      https://esotericsoftware.com/spine-unity-download#spine-unity-4.2-beta

    • We won't be giving any other access for early testing until it's fully working properly. I know it seems like it's already usable, but there are things not working right and things missing. We don't need it to be 100% finished before starting the beta, but unfortunately it's still not ready. We're working hard to get it there ASAP!

      @LeonNeol The runtime is spine-libgdx. The entire Spine editor is built on top of libgdx and uses the spine-libgdx runtime. That's why spine-libgdx is always updated with new features first. The code is already up on GitHub in our spine-runtimes repository in the 4.2-beta branch, though the code pushed there typically lags behind our actual development slightly.