Hi! I’m testing with several files exported from Spine, including the ones that came with the engine tests, and the only character I managed to get working was the “spineboy” that came with Cocos, I couldn’t load any other files without some wired issues (like parts of the character ending as children of the background image).
Was Spine support dropped at some point and only certain versions are still working?
Yes I’ve preloaded the 3 files (json, atlas and png) in each test, and I can open them with the browser. The buggy behavior changes if I play different animations for the same object.
I’m running this tests on Chrome and Firefox, both for desktop.
I’ll try to gather more info and some screenshots later when I get back to this tests.
Thanks!
After a another testing session, I think I’ve found that the main problem is when the objects has skins defined in Spine.
I managed to test several objects in Unity and what I see in Cocos is the default skin for the object.
I couldn’t find any documentation on specific feature support in the Cocos2d-JS implementation of Spine. I looked through the .js files and I didn’t see any setSkin-like functions…
{spine.Skin} setSkin(skinName)
Finds a skin by name and makes it the active skin. This does a string comparison for every skin. Note that setting the skin does not change which attachments are visible.
I’ve already check that examples, but they didn’t test any skins.
I’ll try to test that setSkin function to see if this fixes the issue, not sure why I couldn’t find it. Thanks for pointing it to me!
The ‘setSkin’ function worked for some of the examples I was testing, but unfortunately we had to move to another project and I couldn’t investigate further into Cocos2d-JS and Spine.
So, at the moment all I can say is that this seems to work OK, but we havent’t made any custom testing with our own animations to see which features are fully supported.