Closed jonchun closed 4 years ago
You should set the track update mode in the animation player to discrete, otherwise it will set the current_animations all the time which will call set_animation function all the time and this function is supposed to be called once if you want to play a animation.
That was exactly it. Thank you.
godot.zip
Sorry that the code is a bit of a mess -- I was porting some old code I have from other projects and trying to integrate the Spine runtime.
Everything we care about happens in
Character/Player/Player.tscn
I've created a "wrapper" called
CharacterSkin
which is going to be my own Skinning for my characters separate from Spine.With that stated, on to my problem: I've created an
AnimationTree
and anAnimationPlayer
similarly to the examples. I currently have 2 animation states,idle
andwalk
.In
_physics_process
, I try doing:which is the same as what the example has (constantly travels to one of the animation nodes every frame)
However, my animation partially plays once and then stops/freezes. For some reason, if I go into the Remote tab in my scene and uncheck
active
on theAnimationTree
node, it starts animating fine. I have no idea why it works in the example but not in mine.I have no idea if this is a bug with this spine-runtime port or if I'm doing something silly which is why I'm posting here for help.