Open stefano-elysium opened 2 years ago
Might be this check???
void SpineSprite::_update_all(float delta) {
if (!(skeleton.is_valid() && animation_state.is_valid()) || mesh_instances.empty())
return;
How do you change the parent?
How do you change the parent?
var pos = obj.global_position;
var scale = obj.global_scale;
obj.get_parent().remove_child(obj);
newparent.add_child(obj);
obj.global_scale = scale;
obj.global_position = pos;
I have to do this otherwise it moves the spinesprite around.
Not sure if it's a Godot bug or this module bug.
Could you provide a demo project?
@rayxuln testflicker.zip This flickers like crazy on my screen. If you comment out the delay, the lantern doesn't appear at all.
Interesting behaviour: if you change it to _physics_process, it doesn't flicker. In my case, I can add yield(get_tree(), "physics_frame"); before doing the switch... Weird behaviour!
Using yield(VisualServer, "frame_post_draw"); and yield(VisualServer, "frame_pre_draw"); also stops the flickering
@rayxuln do you have any updates?
if I change the parent of my spine sprite, it becomes transparent for a single frame. Is there a way to avoid this? I've been looking through the source but I can't find where it comes from.