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  • Arbitrary file limit in Images folder.

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There appears to be an arbitrary limit on the number of folders and images that Spine can read from the specified Images folder. If there are more than that in your folder hierarchy, it will not display OR load them.

We discovered this when we added a large number of rendered animation frames to an existing project folder and it broke all our spine projects.

perhaps an issue with having a long directory? try changing the file/folder name to a single character and see if it still does it?

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No, it's purely a question of how many files there are.

Everything was working fine, until we added to our project images folder a folder called 'Players', which contained several thousand rendered frames of animation.

The next time we tried to edit a Spine project, all its images were missing. Not only that, but the 'TitleScreen' folder where the images were stored was no longer listed under the 'Images' tab in Spine.

We prodded and poked for a bit and discovered that every folder and file in the root of 'images' that came after "Players" alphabetically would not appear in Spine. Clearly, some arbitrary image limit was being exceeded while Spine was parsing the Players folder.

I moved the 'Players' folder out of the images folder and presto! All our spine projects worked again. It's a nasty hack though because (for various complicated reasons I'm not going to bore you with) our Spine and other images do need to share the same hierarchy, so it only "works" because "Players" comes alphabetically after "Images", and we can't use any images out of "Players" in our spine animations for fear they'll suddenly pop past the limit and disappear.

Well that's stupid

Spine collects the first 10,000 image files up to 16 directories deep. The limits are a precaution to someone entering "c:\" or just "\" as an image directory


we don't want Spine to collect every image file on your computer!

Why is it necessary for Spine to show so many files? I doubt you need access to all of them in Spine.