Spine Animation JS Template (Spine-TS webgl runtime, with mesh deforms) WIP

  • On my project, I fixed the Android APK issue. It seems that for some reason, the initialization process for the Spine plugin takes longer on apk than when done with the web version.

    The longer initialization exposed a bug in the plugin which caused multiple initializations. I fixed this bug in the plugin and now in my simple apk, the Spine character renders properly.

    Please try out the new version of the plugin: 1.4.5

    It's available here:

    gritsenko.github.io/c3_spine_plugin

    Please let us know your results.

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  • Also, I wanted to check that my other comment about the bug in your project with the wrong animation name helped fix your 'restart layout' problem on the PC. - Yes, I'm sorry, I forgot to answer right away, the problem disappeared.

    I am using USB and Mac to do the debug, it's very helpful to enable this. See the post above about how to do this. - I'm trying to figure it out, but so far it’s not working out.

    Mikal, are you planning to make a full-fledged plugin or a minimal set of actions? If I can’t figure out how to debug USB, I could describe the problems for you on the forum and attach the game source.

    plugin: 1.4.5 - work, good!

  • I am not the plugin's original author, I am mostly helping out with the webgl rendering side and fixing bugs. So, generally, I will not be doing work to add a lot more ACEs. I think the original author has moved on from using this plugin themselves, so I think it will likely stay with a minimal number of ACEs to support playing animations.

    That being said if you have a few critical ACEs required, you can make a request up on the github website in the issue list:

    github.com/gritsenko/c3_spine_plugin/issues

    Also, since this is all done in JS, you can also use JS script in events to access the Spine API directly in C3.

  • Strange, I have a device - "Samsung Galaxy Tab A 10.1 (2016)". The game has one scene and one spine file, but the FPS counter shows 30-36, until I destroy the spine-file on the scene. Is my device so weak? ... :) Power Save Mode - Disabled. Someone did tests, what indicators of FPS do you have in Android device?

  • Using your Spine project on a Moto G6 and remote preview:

    1 Spine Object: 60 fps

    2 Spine Objects: 40 fps

    3 Spine Objects: 30 fps

    On iPhone XR:

    30 Spine Objects: 60 fps (and starts to slowly fall off after that.)

    In the plugin, we are updating a texture for each Spine object on each draw call. Some mobile GPUs may have low performance on texture updates.

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