EsotericSoftware / spine-runtimes

2D skeletal animation runtimes for Spine.
http://esotericsoftware.com/
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[godot] Spurious errors when importing atlas pngs and Spine icon not showing up #2385

Closed badlogic closed 1 month ago

badlogic commented 1 year ago

See https://esotericsoftware.com/forum/d/24839-cant-import-skeletons

No idea where these come from, or why the path shown is entirely weird.

The errors are non-sensical, the import works as intended.

The Spine icon is not shown for Spine resources in Godot 4.x.

Jan-PieterInghels commented 6 months ago

I am in the process of testing updating from runtime 4.2.1 to 4.2.2 and I can confirm that "The Spine icon is not shown for Spine resources in Godot 4.x" is still an active issue in 4.2.2.

misaki-eymard commented 5 months ago

Another user reported on this issue on the forum, so I did some research and would like to add the following:

This error can be easily reproduced by simply creating a Godot 4.x project and importing the skeleton files. The following error log is printed in the Output dock:

However, there are no particular problems with displaying the skeleton in the scene, so there is no real harm.

This occurs in Godot 4.1.4, 4.1.4-mono, 4.2.2 and 4.2.2-mono, and does not occur in Godot 3.5.3. This error has been confirmed to occur for both Windows and macOS users.

Jan-PieterInghels commented 2 months ago

Tested with Godot 4.3, still no icons. Would it be possible to create a separate issue for this? I believe the missing icons is not related to the error messages shown above.

badlogic commented 1 month ago

Solution here: https://esotericsoftware.com/forum/d/25615-godot-421-spine-icon-missing-for-all-resources

They renamed the expected icon name.

badlogic commented 1 month ago

Finally figured this out. When importing .atlas files, the corresponding .png files might not have been imported yet. Then the atlas resource loader tries to load the corresponding textures, it fails, as those textures have not been imported yet.

This wasn't an issue after the import, i.e. when assigning the atlas resource to a skeleton data resource, because the atlas resource would be reloaded, with the textures now being imported as well.