lucid's Forum Posts

  • 4-29-2026

    • Fixed a bug where certain combinations of multiple overrides wouldn't work together correctly
    • Fixed a bug where mirrored Spriter objects wouldn't override angle correctly
  • winsonzhong - you were right. I apologize. I though I was on the latest version. As far as I can tell this is C3 side: construct.net/en/forum/construct-3/plugin-sdk-10/importer-error-188215

    luckyrawatlucky - I think that might have been because I've been releasing them as beta rather than stable? If that's the case this latest one should be available

    4-28-2026

    • Fixed a bug where Override Bones with IK wouldn't allow subsequent override actions to take effect
  • Ashley, is this an issue on C3's end?

    IObjectType.CreateWorldInstance(layer) throws TypeError: Cannot read properties of undefined (reading 'BX') in the latest beta (r483) when called from a drag-drop file import handler. The layer is a valid SDK.ILayer. This worked in the previous stable release. Stack trace shows the error originates inside pR.UNe.nh in main.js.

  • 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

  • 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

  • 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.

  • 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?

  • > 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.

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  • 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 - Hello. Could you please provide me with a minimal c3 project where it fails? I just tested it here and it's working on my test project.

  • 3-20-2026

    • Updated to Addon SDK v2

    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.

  • Hi Ashley, hope all is well. We just got finished porting the Spriter plugin to the new SDK, and there are a few of features from the original that are either missing or we couldn't locate in the docs as officially supported. We were able to find workarounds for all of them, but we would prefer to use the SDK as intended.

    1. Accessing a plugin's own animation frames at runtime

    We use SetHasAnimations(true) and load atlas PNGs into the plugin's animation frames at import time (editor-side). At runtime we need to enumerate those frames (legacy equivalent: GetObjectClass().GetAnimations()[0].GetFrames()), but we can't find a documented SDK v2 runtime API for this.

    With the edit-time access, we're manually adding the images we need to the project files which works, but means duplicating image data.

    2. Runtime methods/properties we couldn't find

    There are also several runtime operations where we're probing multiple method names, because we couldn't find the documented SDK v2 equivalent. This is working as a temporary workaround, but we'd like to replace these with the correct single API call. Apologies if they're already in the docs. I did a few searches and I couldn't find them:

    • Set origin/hotspot (SetOriginX/setOriginX, SetOriginY/setOriginY)

    • Invalidate bbox (SetBboxChanged/setBboxChanged)

    • Enable/disable collision (SetCollisionEnabled/setCollisionEnabled)

    • Enumerate instances (instances(), getAllInstances(), GetInstances())

    • Object type name (GetName(), .name)

    • Instance UID (GetUID(), getUID(), getUid(), .uid)

    • Container siblings (GetSiblings(), getSiblings())

    • Picked/paired instance (getPickedInstances(), getFirstPickedInstance(), getPairedInstance())

    • Sprite frame index (read) (_currentFrameIndex, currentFrameIndex, animationFrame)

    • Sprite frame index (write) (_DoChangeAnimFrame(), _changeAnimFrameIndex, animationFrame)

    • No-premultiply blend (renderer.SetNoPremultiplyAlphaBlend/setNoPremultiplyAlphaBlend)

  • hello EMI INDO

    Could you please run the automation script on (unless this is something I'm supposed to download myself and use. I can't find the download link):

    construct.net/en/make-games/addons/192/spriter

    I'm guessing it will need some manual tweaking after the automated process, but I wouldn't mind the head start. Thanks for the work you've done here.