Spriter C3 Addon (3-20-2026 Ported to Addon SDK v2)

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  • lucid (legacy) is added on all my spriter conditions, actions

    Do I have to reimplement all again? I have lots of project I need to update and this is going to be huge problem for me. I have submitted few projects to client without noticing it and they all are not working.

    is there a way to replace all legacy Actions, Conditions to new automatically?

  • luckyrawatlucky - The legacy functions are supposed to work the same way. If you can send me a project that has a specific error, I can troubleshoot. The easier it is to reproduce, the quicker I can fix it.

    We tested these across a few large internal projects that use a lot of features, but the plugin has a lot of moving parts, so there are likely a lot of edge cases.

  • > winsonzhong

    > > wormhole.app/qzL5qd

    >

    https://wormhole.app/bLMblO#TWwHwrv_6qnYJusQDKPvNg

    Thank you kindly:

    Release 3-23-2026

    • Fixed a bug where Playing Animations with Blend to Start wouldn't work for entities that weren't currently playing
    • Ensured all legacy ACE entries were wrapping the new implementations

    Please note:

    For legacy projects updating from a previous version of the plugin, if you're using self-draw, you'll need to click on the new property button labeled "Extract embedded atlas files" in order to make those objects visible.

    This is a (hopefully temporary) workaround for a function that's not in the new SDK. I've posted about it to let Ashley know, and we'll update the plugin to eliminate this requirement if and when the SDK supports the required function.

    also luckyrawatlucky - I don't think the changes I made will fix your issue, but I did notice some small points where there wasn't parity between the legacy aces, so this it might be worth testing.

  • lucid I just did send you email with a minimal c3p file and a video showing the issue.

  • a new bug here ,it did not trigger normally.

  • luckyrawatlucky

    lucid I just did send you email with a minimal c3p file and a video showing the issue.

    The link didn't give me download access. I have requested it.

    winsonzhong

    a new bug here ,it did not trigger normally.

    It looks like the chain is:

    The "on" animation finishes. It blends to the end of the "1" animation, which means it would be blending to an already finished animation. I'm not sure what the expected behaviour would be there (should that count as "1" having finished, even though it started at the end of the animation?).

    Do you happen to know if this sequence worked in the legacy (sdk1) version of the plugin?

  • retry download,

  • luckyrawatlucky

    3-24b-2026

    • Fixed a bug where certain objects weren't correctly associating and non-self-draw mode.
  • luckyrawatlucky

    > lucid I just did send you email with a minimal c3p file and a video showing the issue.

    The link didn't give me download access. I have requested it.

    winsonzhong

    > a new bug here ,it did not trigger normally.

    >

    >

    It looks like the chain is:

    The "on" animation finishes. It blends to the end of the "1" animation, which means it would be blending to an already finished animation. I'm not sure what the expected behaviour would be there (should that count as "1" having finished, even though it started at the end of the animation?).

    Do you happen to know if this sequence worked in the legacy (sdk1) version of the plugin?

    set blend to start it worked in legacy (sdk1) version.

  • winsonzhong

    3-25-2026

    • Fixed a bug where blending to start from an already completed animation wouldn't resume the animation.

    The "blend at current time ratio" after the animation was finished was not supposed to create a second "on animation finished" trigger, but there was a bug where "blend to start" wasn't resuming playback.

  • There is a bug when importing files in the latest version of construct3

    size position "0" and SCML file is empty.

  • 4-20-2026

    • Fixed a bug where during a blend to a new animation, the "animationName" expression would return the previous animation instead of the one being blended to
    • Fixed a bug where override with IK wouldn't match the target when the Spriter object was mirrored
    • Fixed a bug where override positions wasn't working for bones

    winsonzhong - would need the project in question to figure out why

  • Any project will have this issue in the latest version of C3.

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  • 4-26-2026

    • Fixed a bug where ObjectAngle expression wasn't returning the correct value
    • Fixed a bug where Override Object Angle wasn't working correctly when the scml object was mirrored

    winsonzhong - I am not having the same issue when I import a Spriter object

  • FYI there should an update notification in Construct editor but its not showing any notification to update plugin. As Construct automatically detects updated plugins. but this plugin not getting this.

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