TobyWils

I am using the c++ run-times.

I start an animation and set it to not loop.
_animation_state->setAnimation(0, name->cstr(), false);
if I wait until it's done then start another animation that is looping.
_animation_state->setAnimation(0, name->cstr(), true);
Everything works fine, but if I start the first, wait a few frames, then start the second before the first is done, the second won't be looping.

I see an "EventType_Interrupt" event for the first animation when the second starts.

Am I doing something wrong?
TobyWils
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Harald

Are you using the latest revision of spine-cpp from git?
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Harald

Harri
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TobyWils

Yes, I am using the very latest (seems to have be updated 4 months ago).
TobyWils
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Harald

Unfortunately we were not able to reproduce your issue, it worked as expected on our end.
We tested it in spine-ue4 in Unreal Engine (which uses spine-cpp as core runtime). Are you using spine-cpp in a custom-built engine?
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Harald

Harri
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