spine-godot GDExtension released
@Mario There is an interesting PR about AnimtaionNodeExtension that was just merged you should take a look at. Animation Node Extension
I don't know if it can be of help. The person that made it was trying to expose the Animation Node API to GdExtension for motion matching, maybe it can also help for Spine-Godot.
@Mario I have a client with a spine-godot runtime (modded engine) project that I built out for him in C#. He wants to know if it's possible / practical to port it to Redot. It looks like this extension could be the answer, however, I'd like to know if there's a path forward for C#, or do we have to wait for godotengine/godot-proposals8191 to be solved first?
I haven't tried it myself, but I believe the spine-godot engine module should compile against the current Redot main branch as well. So that'd be one avenue.
For C#, we'll have to wait for the proposal to be implemented. Building a C# binding generator for GDExtensions is a bit outside of our scope I'm afraid.
Exciting news! Eagerly looking forward to csharp support.
Hi, sorry I've run into an issue with trying to get the GDExtension working in the latest 4.4.1 release. Any help would be appreciated.
I've downloaded the spine-godot GDExtension version for 4.4.1. Unpacked the .zip file and copied the bin/ folder to the root folder of my project. Then I run the Godot editor and while resources like the SpineSkeletalFileResource and other Spine items like that are available, their Inspector doesn't really work correctly. As seen here: 
Where I'm expecting something closer to this from the official tutorial 
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DenmanRooke Note that what you need to create is a SpineSkeletonDataResource
. This is what the SpineSprite node references to instantiate a skeleton.
Misaki ah thank you. I did have that wrong. For some reason none of the Spine assets have that little red spine icon so I thought it was broken, but it was my own silliness.
I've tried plugging in the SkeletonDataResource into a new SpineSprite node but it crashes. But maybe that's a different bug altogether.
I think I got it working now. (I had manually renamed the exported .skel, .atlast, and .png files which Godot did not like and so was crashing. Thanks for the help.
DenmanRooke I'm glad the problem seems to have been resolved!