PaulHebert

  • 7 июл
  • Регистрация: 6 янв 2024

    Thank you for this feedback, Mario,

    Since you mentioned that all your test projects export fine with the latest extension build on macOS, could you please share those working test projects?

    This would help me understand the proper setup and configuration that should work reliably.

    Having working reference implementations would be much more valuable than me trying to create a minimal repro when I don't know what the correct setup should look like.

    Kind regards,
    Paul Hebert

    Hi Mario,

    I'm still experiencing a critical crash with the spine-godot-extension-4.2-4.4.1-stable when attempting Android export in Godot 4.4.1. The extension works perfectly in the editor but consistently crashes during Android export processing.

    System Configuration:
    Godot Version: 4.4.1 (clean install)
    Spine Extension: spine-godot-extension-4.2-4.4.1-stable.zip (downloaded from official source)
    Spine Editor: 4.2.02
    Platform: macOS 14.7.6 (ARM64)
    Android Setup: All properly configured (SDK, templates, Gradle build)

    Project Details:
    Project contains multiple Spine animations: character (Vega63D), weapons (heavy_cannon, primary_disruptor)
    All Spine animations work flawlessly in Godot editor and GamePlay panel
    No issues with scene loading, animation playback, or runtime behavior
    Extension libraries present in bin/android/ directory

    The Problem:
    Android export crashes 100% of the time during the export process. The crash occurs even when "Runnable" is disabled (just generating project structure), indicating the issue happens during scene processing/analysis, not APK generation.
    Crash Location (from stack trace):
    5 libspine_godot.macos.editor 0x110e85c74 + 826484
    6 libspine_godot.macos.editor 0x110e858f8 + 825592
    7 libspine_godot.macos.editor 0x110eaab00 + 977664
    8 Godot Object::set(StringName const&, Variant const&, bool*) + 112
    9 Godot SceneState::instantiate(SceneState::GenEditState) const + 7044

    Testing Performed:
    ✅ Verified Android export works with non-Spine projects
    ✅ Confirmed proper extension installation and configuration
    ✅ Tested with both "Runnable" enabled and disabled - crashes in both cases
    ✅ Verified all Android libraries are present and properly configured
    ✅ Project runs perfectly in Godot editor with all Spine features working

    Reproduction:**
    Open any Godot 4.4.1 project containing Spine objects
    Install spine-godot-extension-4.2-4.4.1-stable
    Attempt Android export (with or without "Runnable")
    Godot crashes during export processing when encountering Spine objects

    Impact:
    This completely blocks Android deployment for any project using Spine animations with Godot 4.4.1, despite your documentation stating 4.4.1 compatibility.

    I'm attaching the complete crash report for your analysis. The crash occurs consistently in the spine extension's object property setting code during Android export scene processing.

    Is this a known issue? Are there any workarounds or a timeline for a fix?

    Thank you for your assistance.

    Kind regards,
    Paul Hebert

    godot-export-crash-report-25-07-06.txt
    84kB

    Hello, Mario,

    Thank you for your response regarding the spine-godot extension and mobile exports.
    I appreciate the guidance to update to Godot 4.4.x, however, I need some clarification to ensure successful implementation:

    Documentation Inconsistency:
    Your official website currently lists Godot 4.3 as supported, but your response indicates 4.3 does not support mobile exports. Could you clarify this discrepancy? Should the documentation be updated to reflect this limitation?

    Installation Verification:
    To ensure I install the spine-godot extension correctly for 4.4.x, could you provide:

    1. Specific spine-godot extension version number for Godot 4.4.x
    2. Installation steps to verify proper setup
    3. Common gotchas that cause mobile export failures
    4. Test methodology you recommend to confirm mobile export functionality

    Project Migration:
    Are there any known compatibility issues when upgrading an existing 4.3 project with spine-godot to 4.4.x?

    Are there any specific migration steps beyond the standard Godot upgrade process?

    I want to ensure success before committing development time to this upgrade, particularly given the project's timeline constraints.

    Thank you for your assistance.

    Kind regards,
    Paul Hebert

    UPDATE: Crash Log Analysis Available
    I've obtained a detailed crash log that shows the exact point of failure. The crash occurs in libspine_godot.macos.editor during Android export when Godot tries to instantiate scenes containing Spine objects.
    Key Technical Details:
    Crash Type: EXC_BAD_ACCESS (SIGABRT) - Memory access violation
    Location: libspine_godot.macos.editor at offset 816540
    Process: Android export → Scene instantiation → Object::set() on Spine properties → NULL POINTER CRASH
    Address: KERN_INVALID_ADDRESS at 0x0000000000000020
    Stack Trace Excerpt:
    Apply to composer-all...
    5568
    This suggests a null pointer dereference in the Spine extension when Godot tries to set properties on Spine objects during the export packaging process.

    The complete crash log is attached with this update.

    godot-crash-report-25-06-30-1650.txt
    83kB

    Thanks for your assistance with this request.

    Dear Esoteric Software Support Team,

    I am a registered Spine Professional user experiencing critical compatibility issues with the Spine-Godot extension that are preventing me from exporting my game to mobile platforms.

    Current Environment:
    • Godot Version: v4.3.stable.official[77dcf97d8]
    • Platform: macOS (development), targeting Android and iOS
    • Spine License: [Your license type/registered user]

    Issue Summary:
    My game uses Spine skeletal animations and atlas files, which work perfectly in the Godot editor.

    However, I cannot successfully export to Android or iOS.
    Android Export Issue:
    • Previously Working: Successfully exported to Android with Spine animations until 6/10/2025 using gdextension dated 04/14/2025
    • Current Problem: After system issues, I updated the gdextension from your website on 6/25/2025 (file dated 06/22/2025)
    • Export Behavior: Android export now crashes during the script building phase (approximately 5-10 seconds into the build process)
    • Troubleshooting Attempted:
    • Reverted to the 04/14/2025 gdextension version - crash still occurs
    • Cleared all Gradle caches and build artifacts
    • Reinstalled Android build template
    • Confirmed blank Godot projects export successfully to Android (issue is Spine-specific)

    iOS Export Issue:
    • Cannot complete any iOS export from Godot that successfully builds through Xcode
    • This has been an ongoing issue, not related to recent changes

    Request:
    I require a Spine-Godot extension that is fully compatible with Godot v4.3.stable.official [77dcf97d8] for both Android and iOS exports. If this is not available, I may need to consider alternative solutions for either the game engine or animation system.

    Previous Experience: I previously developed Episode 1 of this game series using Unity, but encountered significant compatibility issues with Spine integration — specifically with Unity's addressable system, singleton management, and inability to properly stage animation skeletons or atlases using Unity's Animation Player or Controller.

    This led me to migrate to Godot, where the Spine integration has been excellent until these recent export issues.

    If Godot and Spine do not provide compatibility for mobile development, what platforms do you suggest for me to use that will allow exporting of Spine animations to mobile devices?

    Technical Details:
    Current gdextension shows compatibility_minimum = "4.1"
    Android libraries present: arm64 and x86_64 debug/release variants
    All library paths in gdextension file match actual file locations

    Could you please provide guidance on:
    • A compatible Spine-Godot extension for my Godot version
    • Known issues with the recent 06/22/2025 extension release
    • iOS export compatibility status
    Thank you for your assistance. I'm happy to provide additional technical details or crash logs if needed.

    Kind regards,
    Paul Hebert

    Not sure if anyone else is experiencing the same issues I am having. I am export my Spine Animations using the QuickTime MOV option with the ProRes 4444 and Transparent option applied.

    Spine produces the .mov file. However, there are transparent blocks appearing throughout the video.

    I was able to locate a workaround by using the PNG Transparent option. However, these videos are not playable through QuickTime.

    I am running Spine on my Mac Studio, Sonoma 14.1.1 and Spine 4.1.24

    The screen shot attached with post displays the issue.