- Изменено
oofangoo

- 28 сен 2013
- Регистрация: 8 июл 2013
Not sure if I did something wrong, but the bounding box MinX, MinY, etc.. get calculated and result seem to be in local positions rather than world positions.
This make method like AabbIntersectsSkeleton, and AabbContainsPoint to not working correctly.
when I do thing like
if(animationBound.AabbIntersectsSkeleton(targetBound))it always return true.
Not sure if it's a bug or just wrong setup on Editor?
- Изменено
Had trouble importing when adding bounding box to the animation.
Dig and found that json node name is different.
in SkeletonJson.cs Line 22
List<Object> values = (List<Object>)map["vertices"]; << "vertices" need to change to "points"
FYI
- Изменено
Hi, I am experimenting with Spine for sometime and now consider buying it. However I ran into some problem and wanted to make sure that Spine is the right solution before making purchase.
I'm creating a mobile game in which there could be 200+ spine animation running in 1 scene. I see a serious performance issue on iPhone 4 when there is 200+ animations. It runs fine if less than 150.
I want to know if 200+ animations is achievable with Spine? If not then what should be the most number of animation I can have roughly running on mobile (minimum iPhone 4)?
I'm developing on Unity so I'm using Spine unity runtime. One weird thing though, Spine 2dtoolkit runtime seems to have a performance issue compared to Spine unity runtime. It slowing down with only 100+ animations on iPhone 4.
Thanks.