Vitalii

Good day. Our game engine uses spine library version 3.8.95. Faced the animation of shaking crystals on devices with ios operating system (iphone / ipad). No shaking is observed in windows and android systems, what could be the reason for this behavior?

Vitalii
  • Сообщения: 3

Mario

What Spine Runtimes are you using? cocos2d-x? Unity? If so, what version of either of these two? What iOS devices and iOS versions did you see this shaking on?
Аватара пользователя
Mario

Mario
  • Сообщения: 2726

Vitalii

Mobile devices that play shaking animations. Mobile iOS 14.5.1: iPhone 5S, iPhone 6S Plus, iPhone 7, iPhone X, iPhone XS Max, iPad 6.
We connect the library https://github.com/EsotericSoftware/spine-runtimes/tree/4.0/spine-c to our project. The animation is rendered using the sdl2 engine.
Vitalii
  • Сообщения: 3

Mario

Is there any way for me to get a compiling reproduction sample? I can't reproduce this with e.g. cocos2dx and our example skeletons. Maybe you could try adding a scene using your skeleton to our spine-cocos2dx example project and see if this jitters as well? What compiler flags do you pass to Clang?
Аватара пользователя
Mario

Mario
  • Сообщения: 2726

Vitalii

After extensive research, the animation issue was resolved by packaging animation into 1024x1024 atlases.
Jitter is observed on atlases with a resolution of 2048x2048 and 4096x4096.
The project was packaged using Spine version 3.8.99.
The spine library version is 3.8.95.
Crystal Animation: https://drive.google.com/drive/folders/1DKEnISePVSnsLKueOmrNj6fBA_sx6Xfi?usp=sharing
Vitalii
  • Сообщения: 3

Mario

Oh wow, that's an interesting finding. While 4kx4k might indeed be too much for the devices you listed, 2kx2k should not incure such a massive performance penalty. Thank you for reporting back.
Аватара пользователя
Mario

Mario
  • Сообщения: 2726


Вернуться в Runtimes