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3.8

AS3

  • Breaking changes

    • Renamed Slot#getAttachmentVertices() to Slot#getDeform().
    • Changed the .json curve format and added more assumptions for omitted values, reducing the average size of JSON exports.
    • Renamed Skin#addAttachment() to Skin#setAttachment().
    • Removed VertexAttachment#applyDeform() and replaced it with VertexAttachment#deformAttachment. The attachment set on this field is used to decide if a DeformTimeline should be applied to the attachment active on the slot to which the timeline is applied.
    • Removed inheritDeform field, getter, and setter from MeshAttachment.
    • Changed .skel binary format, added a string table. References to strings in the data resolve to this string table, reducing storage size of binary files considerably.
    • Changed the .json and .skel file formats to accomodate the new feature and file size optimiations. Old projects must be exported with Spine 3.8.20+ to be compatible with the 3.8 Spine runtimes.
    • Switched projects from FDT to Visual Studio Code. See updated README.md files for instructions.
  • Additions

    • Added SkeletonBinary to load binary .skel files. See MixAndMatchExample.as in spine-startling-example.
    • Added x and y coordinates for setup pose AABB in SkeletonData.
    • Added support for rotated mesh region UVs.
    • Added skin-specific bones and constraints which are only updated if the skeleton's current skin contains them.
    • Improved Skin API to make it easier to handle mix-and-match use cases.
      • Added Skin#getAttachments(). Returns all attachments in the skin.
      • Added Skin#getAttachments(int slotIndex). Returns all attachements in the skin for the given slot index.
      • Added Skin#addSkin(Skin skin). Adds all attachments, bones, and skins from the specified skin to this skin.
      • Added Skin#copySkin(Skin skin). Adds all attachments, bones, and skins from the specified skin to this skin. VertexAttachment are shallowly copied and will retain any parent mesh relationship. All other attachment types are deep copied.
    • Added Attachment#copy() to all attachment type implementations. This lets you deep copy an attachment to modify it independently from the original, i.e. when programmatically changing texture coordinates or mesh vertices.
    • Added MeshAttachment#newLinkedMesh(), creates a linked mesh linkted to either the original mesh, or the parent of the original mesh.
    • Added IK softness.

Starling

  • Added MixAndMatchExample.as to demonstrate the new Skin API additions and how to load binary .skel files.
  • Switched projects from FDT to Visual Studio Code. See updated README.md files for instructions.

C

  • Breaking changes

    • Renamed spSlot#attachmentVertices to spSlot#deform.
    • Changed the .json curve format and added more assumptions for omitted values, reducing the average size of JSON exports.
    • Renamed spSkin_addAttachment() to Skin#spSkin_addAttachment().
    • Removed spVertexAttachment_applyDeform() and replaced it with VertexAttachment#deformAttachment. The attachment set on this field is used to decide if a spDeformTimeline should be applied to the attachment active on the slot to which the timeline is applied.
    • Removed inheritDeform field, getter, and setter from spMeshAttachment.
    • Changed .skel binary format, added a string table. References to strings in the data resolve to this string table, reducing storage size of binary files considerably.
    • Changed the .json and .skel file formats to accomodate the new feature and file size optimiations. Old projects must be exported with Spine 3.8.20+ to be compatible with the 3.8 Spine runtimes.
  • Additions

    • Added x and y coordinates for setup pose AABB in spSkeletonData.
    • Added support for rotated mesh region UVs.
    • Added skin-specific bones and constraints which are only updated if the skeleton's current skin contains them.
    • Improved Skin API to make it easier to handle mix-and-match use cases.
      • Added spSkin_getAttachments(). Returns all attachments in the skin.
      • Added spSkin_getAttachments(int slotIndex). Returns all attachements in the skin for the given slot index.
      • Added spSkin_addSkin(spSkin* skin). Adds all attachments, bones, and skins from the specified skin to this skin.
      • Added spSkin_copySkin(spSkin* skin). Adds all attachments, bones, and skins from the specified skin to this skin. spVertexAttachment are shallowly copied and will retain any parent mesh relationship. All other attachment types are deep copied.
      • All attachments inserted into skins are reference counted. When the last skin referencing an attachment is disposed, the attachment will also be disposed.
    • Added spAttachment_copy() to all attachment type implementations. This lets you deep copy an attachment to modify it independently from the original, i.e. when programmatically changing texture coordinates or mesh vertices.
    • Added spMeshAttachment_newLinkedMesh(), creates a linked mesh linkted to either the original mesh, or the parent of the original mesh.
    • Added IK softness.

Cocos2d-Objc

  • Added mix-and-match example to demonstrate the new Skin API.
  • Added IKExample.
  • Added SkeletonAnimation preUpdateWorldTransformsListener and SkeletonAnimation postUpdateWorldTransformsListener. When set, these callbacks will be invokved before and after the skeleton's updateWorldTransforms() method is called. See the IKExample how it can be used.

SFML

  • Added mix-and-match example to demonstrate the new Skin API.
  • Added IKExample.

C++

  • Breaking Changes

    • Renamed Slot::getAttachmentVertices() to Slot::getDeform().
    • Changed the .json curve format and added more assumptions for omitted values, reducing the average size of JSON exports.
    • Renamed Skin::addAttachment() to Skin::setAttachment().
    • Removed VertexAttachment::applyDeform() and replaced it with VertexAttachment::getDeformAttachment(). The attachment set on this field is used to decide if a DeformTimeline should be applied to the attachment active on the slot to which the timeline is applied.
    • Removed _inheritDeform field, getter, and setter from MeshAttachment.
    • Changed .skel binary format, added a string table. References to strings in the data resolve to this string table, reducing storage size of binary files considerably.
    • Changed the .json and .skel file formats to accomodate the new feature and file size optimiations. Old projects must be exported with Spine 3.8.20+ to be compatible with the 3.8 Spine runtimes.
  • Additions

    • AnimationState and TrackEntry now also accept a subclass of AnimationStateListenerObject as a listener for animation events in the overloaded setListener() method.
    • SkeletonBinary and SkeletonJson now parse and set all non-essential data like audio path.
    • Added x and y coordinates for setup pose AABB in SkeletonData.
    • Added support for rotated mesh region UVs.
    • Added skin-specific bones and constraints which are only updated if the skeleton's current skin contains them.
    • Improved Skin API to make it easier to handle mix-and-match use cases.
      • Added Skin#getAttachments(). Returns all attachments in the skin.
      • Added Skin#getAttachments(int slotIndex). Returns all attachements in the skin for the given slot index.
      • Added Skin#addSkin(Skin &skin). Adds all attachments, bones, and skins from the specified skin to this skin.
      • Added Skin#copySkin(Skin &skin). Adds all attachments, bones, and skins from the specified skin to this skin. VertexAttachment are shallowly copied and will retain any parent mesh relationship. All other attachment types are deep copied.
      • All attachments inserted into skins are reference counted. When the last skin referencing an attachment is disposed, the attachment will also be disposed.
    • Added Attachment#copy() to all attachment type implementations. This lets you deep copy an attachment to modify it independently from the original, i.e. when programmatically changing texture coordinates or mesh vertices.
    • Added MeshAttachment#newLinkedMesh(), creates a linked mesh linkted to either the original mesh, or the parent of the original mesh.
    • Added IK softness.
    • Exposed x and y on SkeletonData through getters and setters.

Cocos2d-x

  • Updated to cocos2d-x 3.17.1
  • Added mix-and-match example to demonstrate the new Skin API.
  • Exmaple project requires Visual Studio 2019 on Windows
  • Added IKExample.
  • Added SkeletonAnimation::setPreUpdateWorldTransformsListener() and SkeletonAnimation::setPreUpdateWorldTransformsListener(). When set, these callbacks will be invokved before and after the skeleton's updateWorldTransforms() method is called. See the IKExample how it can be used.

SFML

  • Added mix-and-match example to demonstrate the new Skin API.

UE4

  • Added bAutoPlaying flag to USpineSkeletonAnimationComponent. When false, the component will not update the internal animation state and skeleton.
  • Updated example project to UE 4.22.
  • (Re-)Importing Spine assets will perform a version compatibility check and alert users about mismatches in editor mode.
  • USpineSkeletonRendererComponent allows passing a USpineSkeletonComponent to update it. This way, the renderer component can be used without a skeleton component on the same actor.
  • Added blueprint-callable methods to SpineSkeletonComponent and SpineSkeletonAnimationComponent to query and set skins, and enumerate bones, slots, and animations.
  • Extended skeleton data editor preview. The preview now shows bones, slots, animations, and skins found in the skeleton data. See this blog post.
  • Added preview animation and skin fields, allowing you to preview animations and skins right in the editor. See this blog post.
  • Removed dependency on RHI, RenderCore, and ShaderCore.
  • Re-importing atlases and their textures now works consistently in all situations.
  • Added mix-and-match example to demonstrate the new Skin API.
  • Materials on SkeletonRendererComponent are now blueprint read and writeable. This allows setting dynamic material instances at runtime

C#

  • Breaking changes

    • Changed IkConstraintData.Bones type from List<BoneData> to ExposedList<BoneData> for unification reasons. Note: this modification will most likely not affect user code.
    • Renamed Slot.AttachmentVertices to Slot.Deform.
    • Changed the .json curve format and added more assumptions for omitted values, reducing the average size of JSON exports.
    • Renamed Skin.AddAttachment() to Skin.SetAttachment().
    • Removed FindAttachmentsForSlot(int slotIndex, List<Attachment> attachments) and FindNamesForSlot (int slotIndex, List<string> names) and replaced it with Skin.GetAttachments(int slotIndex, List<SkinEntry> attachments) which returns the combined SkinEntry object holding both name and attachment.
    • Removed VertexAttachment.ApplyDeform() and replaced it with VertexAttachment.DeformAttachment. The attachment set on this field is used to decide if a DeformTimeline should be applied to the attachment active on the slot to which the timeline is applied.
    • Removed inheritDeform field, getter, and setter from MeshAttachment.
    • Changed .skel binary format, added a string table. References to strings in the data resolve to this string table, reducing storage size of binary files considerably.
    • Changed the .json and .skel file formats to accomodate the new feature and file size optimiations. Old projects must be exported with Spine 3.8.20+ to be compatible with the 3.8 Spine runtimes.
  • Additions

    • Added x and y coordinates for setup pose AABB in SkeletonData.
    • Added support for rotated mesh region UVs.
    • Added skin-specific bones and constraints which are only updated if the skeleton's current skin contains them.
    • Improved Skin API to make it easier to handle mix-and-match use cases.
      • Added Skin.GetAttachments(). Returns all attachments in the skin.
      • Added Skin.GetAttachments(int slotIndex, List<SkinEntry> attachments). Returns all attachements in the skin for the given slot index. This method replaces FindAttachmentsForSlot and FindNamesForSlot.
      • Added Skin.AddSkin(Skin skin). Adds all attachments, bones, and skins from the specified skin to this skin.
      • Added Skin.CopySkin(Skin skin). Adds all attachments, bones, and skins from the specified skin to this skin. VertexAttachment are shallowly copied and will retain any parent mesh relationship. All other attachment types are deep copied.
    • Added Attachment.Copy() to all attachment type implementations. This lets you deep copy an attachment to modify it independently from the original, i.e. when programmatically changing texture coordinates or mesh vertices.
    • Added MeshAttachment.NewLinkedMesh(), creates a linked mesh linkted to either the original mesh, or the parent of the original mesh.
    • Added IK softness.

Unity

  • Breaking changes

    • Officially supported Unity versions are 2017.1-2019.4.
    • Spine .asmdef files are again active by default. They have previously been deactivated to .txt extension which is now no longer necessary.
    • Removed PoseSkeleton() and PoseWithAnimation() extension methods to prevent issues where animations are not mixed out. Problem was that these methods did not set AnimationState, leaving incorrect state at e.g. attachments enabled at slots when starting subsequent animations. As a replacement you can use AnimationState.ClearTrack(0); followed by var entry = AnimationState.SetAnimation(0, animation, loop); entry.TrackTime = time to achieve similar behaviour.
    • The Shadow alpha cutoff shader parameter is now respecting slot-color alpha values at all Spine shaders. A fragment's texture color alpha is multiplied with slot-color alpha before the result is tested against the Shadow alpha cutoff threshold.
    • Removed redundant Attachment.GetClone() and MeshAttachment.GetLinkedClone() extension methods. Use methods Attachment.Copy and MeshAttachment.NewLinkedMesh() instead.
    • Renamed extension method Attachment.GetClone(bool cloneMeshesAsLinked) to Attachment.GetCopy(bool cloneMeshesAsLinked) to follow the naming scheme of the Spine API.
    • SkeletonDataAsset.atlasAssets is now an array of the base class AtlasAssetBase instead of SpineAtlasAsset, which provides IEnumerable<> Materials instead of List<> materials. Replace any access via atlasAsset.materials[0] with atlasAsset.Materials.First() and add a using System.Linq; statement.
    • Changed MeshAttachment.GetLinkedMesh() method signatures: removed optional parameters bool inheritDeform = true, bool copyOriginalProperties = false.
    • Changed namespace Spine.Unity.Modules to Spine.Unity and Spine.Unity.Examples after restructuring (see section below) in respective classes:
      • When receiving namespace related errors, replace using statements of using Spine.Unity.Modules.AttachmentTools; with using Spine.Unity.AttachmentTools;. You can remove using Spine.Unity.Modules; statements when a using Spine.Unity statement is already present in the file.
      • AttachmentTools, SkeletonPartsRenderer, SkeletonRenderSeparator, SkeletonRendererCustomMaterials changed to namespace Spine.Unity.
      • SkeletonGhost, SkeletonGhostRenderer, AtlasRegionAttacher, SkeletonGraphicMirror, SkeletonRagdoll, SkeletonRagdoll2D, SkeletonUtilityEyeConstraint, SkeletonUtilityGroundConstraint, SkeletonUtilityKinematicShadow changed to namespace Spine.Unity.Examples.
    • Split Editor/Utility/SpineEditorUtilities class into multiple files with partial class qualifier.
      • Nested classes SpineEditorUtilities.AssetUtility and SpineEditorUtilities.EditorInstantiation are now no longer nested. If you receive namespace related errors, replace any occurrance of
        • SpineEditorUtilities.AssetUtility with AssetUtility and
        • SpineEditorUtilities.EditorInstantiation with EditorInstantiation.
    • Timeline Support has been moved to a separate UPM Package Previously the Spine Timeline integration was located in the Modules/Timeline directory and was deactivated by default, making it necessary to activate it via the Spine Preferences. Now the Timeline integration has been moved to an additional UPM package which can be found under Modules/com.esotericsoftware.spine.timeline.
    • Installation: You can download the Unity Package Manager (UPM) package via the download page or find it in the spine-runtimes/spine-unity/Modules subdirectory on the git repository. You can then either unzip (copy if using git) the package to a) the Packages directory in your project where it will automatically be loaded, or b) to an arbitrary directory outside the Assets directory and then open Package Manager in Unity, select the + icon, choose Add package from disk.. and point it to the package.json file. The Project panel should now show an entry Spine Timeline Extensions under Packages. If the directory is not yet listed, you will need to close and re-open Unity to have it display the directory and its contents.
    • SkeletonMecanim's Layer Mix Mode enum name MixMode.SpineStyle has been renamed to MixMode.Hard. This is most likely not set via code and thus unlikely to be a problem. Serialized scenes and prefabs are unaffected.
  • Additions

    • Spine Preferences stored in Assets/Editor/SpineSettings.asset Now Spine uses the new SettingsProvider API, storing settings in a SpineSettings.asset file which can be shared with team members. Your old preferences are automatically migrated to the new system.
    • Added support for Unity's SpriteMask to SkeletonAnimation and SkeletonMecanim. All mask interaction modes are supported. See this blog post.
    • Added support for Unity's RectMask2D to SkeletonGraphics. See this blog post.
    • Added Create 2D Hinge Chain button at SkeletonUtilityBone inspector, previously only Create 3D Hinge Chain was available.
    • Now supporting Lightweight Render Pipeline (LWRP) through an additional UPM package.
      • Installation: You can download the Unity Package Manager (UPM) package via the download page or find it in the spine-runtimes/spine-unity/Modules subdirectory on the git repository. You can then either unzip (copy if using git) the package to

        • a) the Packages directory in your project where it will automatically be loaded, or
        • b) to an arbitrary directory outside the Assets directory and then open Package Manager in Unity, select the + icon, choose Add package from disk.. and point it to the package.json file.

        If you are using git and Unity 2019.2 or newer versions and receive an error that dependencies could not be resolved by the package manager (only higher versions of Unity's Lightweight RP package are available, e.g. 6.9.0 and up), please copy the prepared package-UNITYVERSION.json file for your Unity version (e.g. package-2019.2.json) over the existing package.json file to change the dependency accordingly. Unfortunately Unity's Package Manager does not provide a way to specify a version range for a dependency like "5.7.2 - 6.9.0" yet, so this manual step is necessary for git users.

        The Project panel should now show an entry Spine Lightweight RP Shaders under Packages. If the directory is not yet listed, you will need to close and re-open Unity to have it display the directory and its contents.

      • Usage: The package provides two shaders specifically built for the lightweight render pipeline:

        • Lightweight Render Pipeline/Spine/Skeleton, as a lightweight variant of the Spine/Skeleton shader,
        • Lightweight Render Pipeline/Spine/Skeleton Lit, as a lightweight variant of the Spine/Skeleton Lit shader and
        • Lightweight Render Pipeline/Spine/Sprite, as a lightweight variant of the Spine/Sprite/Vertex Lit and Pixel Lit shaders, which were not functioning in the lightweight render pipeline. The shaders can be assigned to materials as usual and will respect your settings of the assigned LightweightRenderPipelineAsset under Project Settings - Graphics.
      • Restrictions As all Spine shaders, the LWRP shaders do not support Premultiply alpha (PMA) atlas textures in Linear color space. Please export your atlas textures as straight alpha textures with disabled Premultiply alpha setting when using Linear color space. You can check the current color space via Project Settings - Player - Other Settings - Color Space..

      • Example: You can find an example scene in the package under com.esotericsoftware.spine.lwrp-shaders-3.8/Examples/LWRP Shaders.unity that demonstrates usage of the LWRP shaders.

    • Added Spine/Skeleton Lit ZWrite shader. This variant of the Spine/Skeleton Lit shader writes to the depth buffer with configurable depth alpha threshold. Apart from that it is identical to Spine/Skeleton Lit.
    • Additional yield instructions to wait for animation track events End, Complete and Interrupt.
      • WaitForSpineAnimationComplete now proves an additional bool includeEndEvent parameter, defaults to false (previous behaviour).
      • Added a new WaitForSpineAnimationEnd yield instruction.
      • Added a new generic WaitForSpineAnimation yield instruction which can be configured to wait for any combination of animation track events. It is now used as base class for WaitForSpineAnimationComplete and WaitForSpineAnimationEnd.
    • Additional Fix Draw Order parameter at SkeletonRenderer, defaults to disabled (previous behaviour). Applies only when 3+ submeshes are used (2+ materials with alternating order, e.g. "A B A"). If true, MaterialPropertyBlocks are assigned at each material to prevent aggressive batching of submeshes by e.g. the LWRP renderer, leading to incorrect draw order (e.g. "A1 B A2" changed to "A1A2 B"). You can leave this parameter disabled when everything is drawn correctly to save the additional performance cost.
    • Additional Timeline features. SpineAnimationStateClip now provides a Speed Multiplier, a start time offset parameter Clip In, support for blending successive animations by overlapping tracks. An additional Use Blend Duration parameter (defaults to true) allows for automatic synchronisation of MixDuration with the current overlap blend duration. An additional Spine preferences parameter Use Blend Duration has been added which can be disabled to default to the previous behaviour before this update.
    • Additional SpriteMask and RectMask2D example scene added for demonstration of mask setup and interaction.
    • Real physics hinge chains for both 2D and 3D physics. The SkeletonUtilityBone Inspector provides an interface to create 2D and 3D hinge chains. Previously created chains have only been respecting gravity, but not momentum of the skeleton or parent bones. The new physics rig created when pressing Create 3D Hinge Chain and Create 2D Hinge Chain creates a more complex setup that also works when flipping the skeleton. Note that the chain root node is no longer parented to bones of the skeleton. This is a requirement in Unity to have momentum applied properly - do not reparent the chain root to bones of your skeleton, or you will loose any momentum applied by the skeleton's movement.
    • Outline rendering functionality for all shaders. Every shader now provides an additional set of Outline parameters to enable custom outline rendering. When outline rendering is enabled via the Material inspector, it automatically switches the shader to the respective Spine/Outline shader variant. Outlines are generated by sampling neighbour pixels, so be sure to add enough transparent padding when exporting your atlas textures to fit the desired outline width. In order to enable outline rendering at a skeleton, it is recommended to first prepare an additional outline material copy and then switch the material of the target skeleton to this material. This prevents unnecessary additional runtime material copies and drawcalls. Material switching can be prepared via a SkeletonRendererCustomMaterials component and then enabled or disabled at runtime. Alternatively, you can also directly modify the SkeletonRenderer.CustomMaterialOverride property. Outline rendering is fully supported on SkeletonGraphic shaders as well.
    • Added SkeletonRenderer.EditorSkipSkinSync scripting API property to be able to set custom skins in editor scripts. Enable this property when overwriting the Skeleton's skin from an editor script. Without setting this parameter, changes will be overwritten by the next inspector update. Only affects Inspector synchronisation of skin with initialSkinName, not startup initialization.
    • All Spine/SkeletonGraphic shaders now provide a parameter CanvasGroup Compatible which can be enabled to support CanvasGroup alpha blending. For correct results, you should then disable Pma Vertex Colors in the SkeletonGraphic Inspector, in section Advanced (otherwise Slot alpha will be applied twice).
    • Now supporting Universal Render Pipeline (URP), including the 2D Renderer pipeline, through an additional UPM package.
      • Installation: You can download the Unity Package Manager (UPM) package via the download page or find it in the spine-runtimes/spine-unity/Modules subdirectory on the git repository. You can then either unzip (copy if using git) the package to

        • a) the Packages directory in your project where it will automatically be loaded, or
        • b) to an arbitrary directory outside the Assets directory and then open Package Manager in Unity, select the + icon, choose Add package from disk.. and point it to the package.json file.

        The Project panel should now show an entry Spine Universal RP Shaders under Packages. If the directory is not yet listed, you will need to close and re-open Unity to have it display the directory and its contents.

      • Usage: The package provides two shaders specifically built for the universal render pipeline:

        • Universal Render Pipeline/Spine/Skeleton, as a universal variant of the Spine/Skeleton shader,
        • Universal Render Pipeline/Spine/Skeleton Lit, as a universal variant of the Spine/Skeleton Lit shader,
        • Universal Render Pipeline/Spine/Sprite, as a universal variant of the Spine/Sprite/Vertex Lit and Pixel Lit shaders, which were not functioning in the universal render pipeline,
        • Universal Render Pipeline/2D/Spine/Skeleton Lit, as a universal 2D Renderer variant of the Spine/Skeleton Lit shader, and
        • Universal Render Pipeline/2D/Spine/Sprite, as a universal 2D Renderer variant of the Spine/Sprite/Vertex Lit and Pixel Lit shaders. The shaders can be assigned to materials as usual and will respect your settings of the assigned UniversalRenderPipelineAsset under Project Settings - Graphics.
      • Restrictions As all Spine shaders, the URP shaders do not support Premultiply alpha (PMA) atlas textures in Linear color space. Please export your atlas textures as straight alpha textures with disabled Premultiply alpha setting when using Linear color space. You can check the current color space via Project Settings - Player - Other Settings - Color Space..

      • Example: You can find an example scene in the package under com.esotericsoftware.spine.urp-shaders-3.8/Examples/URP Shaders.unity that demonstrates usage of the URP shaders.

    • Spine Preferences now provide an Atlas Texture Settings parameter for applying customizable texture import settings at all newly imported Spine atlas textures. When exporting atlas textures from Spine with Premultiply alpha enabled (the default), you can leave it at PMATexturePreset. If you have disabled Premultiply alpha, set it to the included StraightAlphaTexturePreset asset. You can also create your own TextureImporter Preset asset and assign it here (include PMA or Straight in the name). In Unity versions before 2018.3 you can use Texture2D template assets instead of the newer Preset assets. Materials created for imported textures will also have the Straight Alpha Texture parameter configured accordingly.
    • All Sprite shaders (including URP and LWRP extension packages) now provide an additional Fixed Normal Space option World-Space. PReviously options were limited to View-Space and Model-Space.
    • SkeletonGraphic now fully supports SkeletonUtility for generating a hierarchy of SkeletonUtilityBones in both modes Follow and Override. This also enables creating hinge chain physics rigs and using SkeletonUtilityConstraints such as SkeletonUtilityGroundConstraint and SkeletonUtilityEyeConstraint on SkeletonGraphic.
    • Added OnMeshAndMaterialsUpdated callback event to SkeletonRenderer and SkeletonGraphic. It is issued at the end of LateUpdate, before rendering.
    • Added Skeleton-OutlineOnly single pass shader to LWRP and URP extension modules. It can be assigned to materials as Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly. This allows for separate outline child GameObjects that reference the existing Mesh of their parent, and re-draw the mesh using this outline shader.
    • Added example component RenderExistingMesh to render a mesh again with different materials, as required by the new Skeleton-OutlineOnly shaders. In URP the outline has to be rendered via a separate GameObject as URP does not allow multiple render passes. To add an outline to your SkeletenRenderer:
      1. Add a child GameObject and move it a bit back (e.g. position Z = 0.01).
      2. Add a RenderExistingMesh component, provided in the Spine Examples/Scripts/Sample Components directory.
      3. Copy the original material, add _Outline to its name and set the shader to Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly.
      4. Assign this _Outline material at the RenderExistingMesh component under Replacement Materials.
    • Added Outline Shaders URP example scene to URP extension module to demonstrate the above additions.
    • Added support for Unity's SpriteAtlas as atlas provider (as an alternative to .atlas.txt and .png files) alongside a skeleton data file. There is now an additional Spine SpriteAtlas Import tool window accessible via Window - Spine - SpriteAtlas Import. Additional information can be found in a new section on the spine-unity documentation page.
    • Added support for multiple atlas textures at SkeletonGraphic. You can enable this feature by enabling the parameter Multiple CanvasRenders in the Advanced section of the SkeletonGraphic Inspector. This automatically creates the required number of child CanvasRenderer GameObjects for each required draw call (submesh).
    • Added support for Render Separator Slots at SkeletonGraphic. Render separation can be enabled directly in the Advanced section of the SkeletonGraphic Inspector, it does not require any additional components (like SkeletonRenderSeparator or SkeletonPartsRenderer for SkeletonRenderer components). When enabled, additional separator GameObjects will be created automatically for each separation part, and CanvasRenderer GameObjects re-parented to them accordingly. The separator GameObjects can be moved around and re-parented in the hierarchy according to your requirements to achieve the desired draw order within your Canvas. A usage example can be found in the updated Spine Examples/Other Examples/SkeletonRenderSeparator scene.
    • Added SkeletonGraphicCustomMaterials component, providing functionality to override materials and textures of a SkeletonGraphic, similar to SkeletonRendererCustomMaterials. Note: overriding materials or textures per slot is not provided due to structural limitations.
    • Added Root Motion support for SkeletonAnimation, SkeletonMecanim and SkeletonGraphic via new components SkeletonRootMotion and SkeletonMecanimRootMotion. The SkeletonAnimation and SkeletonGraphic component Inspector now provides a line Root Motion with Add Component and Remove Component buttons to add/remove the new SkeletonRootMotion component to your GameObject. The SkeletonMecanim Inspector detects whether root motion is enabled at the Animator component and adds a SkeletonMecanimRootMotion component automatically.
    • SkeletonMecanim now provides an additional Custom MixMode parameter under Mecanim Translator. It is enabled by default in version 3.8 to maintain current behaviour, using the set Mix Mode for each Mecanim layer. When disabled, SkeletonMecanim will use the recommended MixMode according to the layer blend mode. Additional information can be found in the Mecanim Translator section on the spine-unity documentation pages.
    • Added SkeletonGraphic Timeline support. Added supprot for multi-track Timeline preview in the Editor outside of play mode (multi-track scrubbing). See the Timeline-Extension-UPM-Package section of the spine-unity documentation for more information.
    • Added support for double-sided lighting at all SkeletonLit shaders (including URP and LWRP packages).
    • Added frustum culling update mode parameters Update When Invisible (Inspector parameter) and UpdateMode (available via code) to all Skeleton components. This provides a simple way to disable certain updates when the Renderer is no longer visible (outside all cameras, culled in frustum culling). The new UpdateMode property allows disabling updates at a finer granularity level than disabling the whole component. Available modes are: Nothing, OnlyAnimationStatus, EverythingExceptMesh and FullUpdate.
    • Added a new Spine/Outline/OutlineOnly-ZWrite shader to provide correct outline-only rendering. Note: the shader requires two render passes and is therefore not compatible with URP. The Spine Examples/Other Examples/Outline Shaders example scene has been updated to demonstrate the new shader.
    • Added OnMeshAndMaterialsUpdated callback event to SkeletonRenderSeparator and SkeletonPartsRenderer. It is issued at the end of LateUpdate, before rendering.
    • Added Root Motion Scale X/Y parameters to SkeletonRootMotionBase subclasses (SkeletonRootMotion and SkeletonMecanimRootMotion). Also providing AdjustRootMotionToDistance() and other methods to allow for easy delta compensation. Delta compensation can be used to e.g. stretch a jump to a given distance. Root motion can be adjusted at the start of an animation or every frame via skeletonRootMotion.AdjustRootMotionToDistance(targetPosition - transform.position, trackIndex);.
    • Now providing a Canvas Group Tint Black parameter at the SkeletonGraphic Inspector in the Advanced section. When using the Spine/SkeletonGraphic Tint Black shader you can enable this parameter to receive proper blending results when using Additive blend mode under a CanvasGroup. Be sure to also have the parameter CanvasGroup Compatible enabled at the shader. Note that the normal Spine/SkeletonGraphic does not support Additive blend mode at a CanvasGroup, as it requires additional shader channels to work.
    • Added Mix and Match Skins example scene to demonstrate how the 3.8 Skin API and combining skins can be used for a wardrobe and equipment use case.
    • Spine Timeline Extensions: Added Hold Previous parameter at SpineAnimationStateClip.
    • Added more warning messages at incompatible SkeletonRenderer/SkeletonGraphic Component vs Material settings. They appear both as an info box in the Inspector as well as upon initialization in the Console log window. The Inspector box warnings can be disabled via Edit - Preferences - Spine.
    • Now providing BeforeApply update callbacks at all skeleton animation components (SkeletonAnimation, SkeletonMecanim and SkeletonGraphic).
  • Changes of default values

    • SkeletonMecanim's Layer Mix Mode now defaults to MixMode.MixNext instead of MixMode.MixAlways.
    • BlendModeMaterialAsset and it's instance Default BlendModeMaterials.asset now have Apply Additive Material set to true by default in order to apply all blend modes by default.
  • Deprecated

    • Deprecated Modules/SlotBlendModes/SlotBlendModes component. Changed namespace from Spine.Unity.Modules to Spine.Unity.Deprecated. Moved to Deprecated/SlotBlendModes.
  • Restructuring (Non-Breaking)

    Note: The following changes will most likely not affect users of the Spine-Unity runtime as the API remains unchanged and no references are invalidated.

    • Removed duplicates of .cginc files in Modules/Shaders/Sprite that were also present in the Modules/Shaders/Sprite/CGIncludes directory.
    • Moved shaders from Modules/Shaders to Shaders directory.
    • Moved shaders from Modules/SkeletonGraphic/Shaders to Shaders/SkeletonGraphic.
    • Renamed shader Shaders/Spine-SkeletonLit.shader to Shaders/Spine-Skeleton-Lit.shader.
    • Moved components from SkeletonGraphic to Components and Components/Following except for SkeletonGraphicMirror which was moved to Spine Examples/Scripts/Sample Components.
    • Moved BoneFollower, BoneFollowerGraphic and PointFollower from Components directory to Components/Following.
    • Moved BoundingBoxFollower component from Modules/BoundingBoxFollower to Components/Following.
    • Moved Modules/SkeletonRenderSeparator directory to Components/SkeletonRenderSeparator.
    • Moved Modules/CustomMaterials directory to Components/SkeletonRendererCustomMaterials.
    • Moved Asset Types/BlendModeMaterialsAsset.cs class, Shaders/BlendModes/Default BlendModeMaterials.asset and materials from Shaders/BlendModes to SkeletonDataModifierAssets/BlendModeMaterials directory.
    • Moved Modules/Ghost directory to Spine Examples/Scripts/Sample Components/Ghost.
    • Moved Modules/SkeletonUtility Modules directory to Spine Examples/Scripts/Sample Components/SkeletonUtility Modules.
    • Moved Modules/AnimationMatchModifier directory to Spine Examples/Scripts/MecanimAnimationMatchModifier.
    • Moved SkeletonRagdoll and SkeletonRagdoll2D components from Modules/Ragdoll directory to Spine Examples/Scripts/Sample Components/SkeletonUtility Modules.
    • Moved AttachmentTools.cs to Utility directory.
    • Split the file AttachmentTools into 5 separate files for each contained class. No namespace or other API changes performed.
    • Split the file Mesh Generation/SpineMesh into 4 separate files for each contained class. No namespace or other API changes performed.
    • Moved SkeletonExtensions.cs to Utility directory.
    • Moved Modules/YieldInstructions directory to Utility/YieldInstructions.
    • Moved corresponding editor scripts of the above components to restructured directories as well.
    • Renamed inspector editor class PointFollowerEditor to PointFollowerInspector for consistency reasons.

XNA/MonoGame

  • Updated to latest MonoGame version 3.7.1
  • Rewrote example project to be cleaner and better demonstrate basic Spine features.
  • Added mix-and-match example to demonstrate the new Skin API.
  • Added normalmap support via SpineEffectNormalmap and support for loading multiple texture layers following a suffix-pattern. Please see the example code on how to use them.

Java

  • Breaking changes

    • Renamed Slot#getAttachmentVertices() to Slot#getDeform().
    • Changed the .json curve format and added more assumptions for omitted values, reducing the average size of JSON exports.
    • Renamed Skin#addAttachment() to Skin#setAttachment().
    • Removed VertexAttachment#applyDeform() and replaced it with VertexAttachment#deformAttachment. The attachment set on this field is used to decide if a DeformTimeline should be applied to the attachment active on the slot to which the timeline is applied.
    • Removed inheritDeform field, getter, and setter from MeshAttachment.
    • Changed .skel binary format, added a string table. References to strings in the data resolve to this string table, reducing storage size of binary files considerably.
    • JsonRollback tool now converts from 3.8 JSON to 3.7.
    • Changed the .json and .skel file formats to accomodate the new feature and file size optimiations. Old projects must be exported with Spine 3.8.20+ to be compatible with the 3.8 Spine runtimes.
  • Additions

    • Added x and y coordinates for setup pose AABB in SkeletonData.
    • Added support for rotated mesh region UVs.
    • Added skin-specific bones and constraints which are only updated if the skeleton's current skin contains them.
    • Improved Skin API to make it easier to handle mix-and-match use cases.
      • Added Skin#getAttachments(). Returns all attachments in the skin.
      • Added Skin#getAttachments(int slotIndex). Returns all attachements in the skin for the given slot index.
      • Added Skin#addSkin(Skin skin). Adds all attachments, bones, and skins from the specified skin to this skin.
      • Added Skin#copySkin(Skin skin). Adds all attachments, bones, and skins from the specified skin to this skin. VertexAttachment are shallowly copied and will retain any parent mesh relationship. All other attachment types are deep copied.
    • Added Attachment#copy() to all attachment type implementations. This lets you deep copy an attachment to modify it independently from the original, i.e. when programmatically changing texture coordinates or mesh vertices.
    • Added MeshAttachment#newLinkedMesh(), creates a linked mesh linkted to either the original mesh, or the parent of the original mesh.
    • Added IK softness.

libGDX

  • SkeletonViewer can load a skeleton by specifying it as the first argument on the command line.
  • Added mix-and-match example to demonstrate the new Skin API.

Lua

  • Breaking changes

    • Renamed Slot:getAttachmentVertices() to Slot#deform.
    • Changed the .json curve format and added more assumptions for omitted values, reducing the average size of JSON exports.
    • Renamed Skin:addAttachment() to Skin#setAttachment().
    • Removed VertexAttachment:applyDeform() and replaced it with VertexAttachment#deformAttachment. The attachment set on this field is used to decide if a DeformTimeline should be applied to the attachment active on the slot to which the timeline is applied.
    • Removed inheritDeform field, getter, and setter from MeshAttachment.
    • Changed the .json file format to accomodate the new feature and file size optimiations. Old projects must be exported with Spine 3.8.20+ to be compatible with the 3.8 Spine runtimes.
  • Additions

    • Added x and y coordinates for setup pose AABB in SkeletonData.
    • Added support for rotated mesh region UVs.
    • Added skin-specific bones and constraints which are only updated if the skeleton's current skin contains them.
    • Improved Skin API to make it easier to handle mix-and-match use cases.
      • Added Skin:getAttachments(). Returns all attachments in the skin.
      • Added Skin:getAttachments(slotIndex). Returns all attachements in the skin for the given slot index.
      • Added Skin:addSkin(Skin skin). Adds all attachments, bones, and skins from the specified skin to this skin.
      • Added Skin:copySkin(Skin skin). Adds all attachments, bones, and skins from the specified skin to this skin. VertexAttachment are shallowly copied and will retain any parent mesh relationship. All other attachment types are deep copied.
    • Added Attachment:copy() to all attachment type implementations. This lets you deep copy an attachment to modify it independently from the original, i.e. when programmatically changing texture coordinates or mesh vertices.
    • Added MeshAttachment:newLinkedMesh(), creates a linked mesh linkted to either the original mesh, or the parent of the original mesh.
    • Added IK softness.

Love2D

  • Added support for 0-1 RGBA color component range change in Löve 0.11+. Older Löve versions using the 0-255 range are still supported!
  • Added mix-and-match example to demonstrate the new Skin API.

Corona

  • Added mix-and-match example to demonstrate the new Skin API.

Typescript/Javascript

  • Breaking changes

    • Renamed MixDirection.in/out to MixDirection.mixIn/mixOut as it was crashing a JS compressor.
    • Renamed Slot#getAttachmentVertices() to Slot#getDeform().
    • Changed the .json curve format and added more assumptions for omitted values, reducing the average size of JSON exports.
    • Renamed Skin#addAttachment() to Skin#setAttachment().
    • Removed VertexAttachment#applyDeform() and replaced it with VertexAttachment#deformAttachment. The attachment set on this field is used to decide if a DeformTimeline should be applied to the attachment active on the slot to which the timeline is applied.
    • Removed inheritDeform field, getter, and setter from MeshAttachment.
    • Changed .skel binary format, added a string table. References to strings in the data resolve to this string table, reducing storage size of binary files considerably.
    • Changed the .json and .skel file formats to accomodate the new feature and file size optimiations. Old projects must be exported with Spine 3.8.20+ to be compatible with the 3.8 Spine runtimes.
    • Updated runtime to be compatible with TypeScript 3.6.3.
  • Additions

    • Added support for loading binary data via AssetManager#loadBinary(). AssetManager#get() will return a Uint8Array for such assets.
    • Added support for loading binaries via new SkeletonBinary. Parses a Uint8Array.
    • Added x and y coordinates for setup pose AABB in SkeletonData.
    • Added support for rotated mesh region UVs.
    • Added skin-specific bones and constraints which are only updated if the skeleton's current skin contains them.
    • Improved Skin API to make it easier to handle mix-and-match use cases.
      • Added Skin#getAttachments(). Returns all attachments in the skin.
      • Added Skin#getAttachments(slotIndex: number). Returns all attachements in the skin for the given slot index.
      • Added Skin#addSkin(skin: Skin). Adds all attachments, bones, and skins from the specified skin to this skin.
      • Added Skin#copySkin(skin: Skin). Adds all attachments, bones, and skins from the specified skin to this skin. VertexAttachment are shallowly copied and will retain any parent mesh relationship. All other attachment types are deep copied.
    • Added Attachment#copy() to all attachment type implementations. This lets you deep copy an attachment to modify it independently from the original, i.e. when programmatically changing texture coordinates or mesh vertices.
    • Added MeshAttachment#newLinkedMesh(), creates a linked mesh linkted to either the original mesh, or the parent of the original mesh.
    • Added IK softness.
    • Added AssetManager.setRawDataURI(path, data). Allows to embed data URIs for skeletons, atlases and atlas page images directly in the HTML/JS without needing to load it from a separate file.

WebGL backend

  • Input can now take a partially defined implementation of InputListener.
  • Added mix-and-match example to demonstrate the new Skin API.

Canvas backend

Three.js backend

  • SkeletonMesh now takes an optional SkeletonMeshMaterialParametersCustomizer function that allows you to modify the ShaderMaterialParameters before the material is finalized. Use it to modify things like THREEJS' Material.depthTest etc. See #1590.

Player

  • SpinePlayer#setAnimation() can now be called directly to set the animation being displayed.
  • The player supports loading .skel binary skeleton files by setting the SpinePlayerConfig#skelUrl field instead of SpinePlayerConfig#jsonUrl.
  • Added SpinePlayerConfig#rawDataURIs. Allows to embed data URIs for skeletons, atlases and atlas page images directly in the HTML/JS without needing to load it from a separate file. See the example for a demonstration.

3.7

AS3

  • Breaking changes
    • The completion event will fire for looped 0 duration animations every frame.
    • MixPose is now called MixBlend
    • Skeleton flipX/flipY has been replaced with scaleX/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
    • Mix time is no longer affected by TrackEntry#timeScale. See EsotericSoftware#1194
  • Additions
    • Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call TrackEntry#setMixBlend(MixBlend.add) on each track. To specify the blend percentage, set TrackEntry#alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
    • Support for stretchy IK
    • Support for audio events, see audioPath, volume and balance fields on event (data).
    • TrackEntry has an additional field called holdPrevious. It can be used to counter act a limitation of AnimationState resulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.

Starling

C

  • Breaking changes
    • Listeners on spAnimationState and spTrackEntry will now also be called if a track entry gets disposed as part of disposing an animation state.
    • The completion event will fire for looped 0 duration animations every frame.
    • The spine-cocos2dx and spine-ue4 runtimes are now based on spine-cpp. See below for changes.
    • Skeleton flipX/flipY has been replaced with scaleX/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
    • Mix time is no longer affected by TrackEntry#timeScale. See EsotericSoftware#1194
    • spMeshAttachment has two new fields regionTextureWith and regionTextureHeight. These must be set in custom attachment loader. See AtlasAttachmentLoader.
  • Additions
    • Added support for local and relative transform constraint calculation, including additional fields in spTransformConstraintData.
    • Animation#apply and Timeline#apply`` now take enums MixPoseandMixDirection` instead of booleans
    • Added spVertexEffect and corresponding implementations spJitterVertexEffect and spSwirlVertexEffect. Create/dispose through the corresponding spXXXVertexEffect_create()/dispose() functions. Set on framework/engine specific renderer.
    • Functions in extension.h are not prefixed with _sp instead of just _ to avoid interference with other libraries.
    • Introduced SP_API macro. Every spine-c function is prefixed with this macro. By default, it is an empty string. Can be used to markup spine-c functions with e.g. ``__declspec` when compiling to a dll or linking to that dll.
    • Added void *userData to spAnimationStateto be consumed in callbacks.
    • Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call spTrackEntry->mixBlend = SP_MIXBLEND_ADD) on each track. To specify the blend percentage, set spTrackEntry->alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
    • Optimized attachment lookup to give a 40x speed-up. See https://github.com/EsotericSoftware/spine-runtimes/commit/cab81276263890b65d07fa2329ace16db1e365ff
    • Support for stretchy IK
    • Support for audio events, see audioPath, volume and balance fields on event (data).
    • spTrackEntry has an additional field called holdPrevious. It can be used to counter act a limitation of AnimationState resulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.

Cocos2d-Objc

SFML

C++

  • ** Additions **
    • Added C++ Spine runtime. See the spine-cpp Runtime Guide for more information on spine-cpp.
    • Added parsing of non-essential data (fps, images path, audio path) to for .json/.skel parsers.

Cocos2d-x

  • Added ETC1 alpha support, thanks @halx99! Does not work when two color tint is enabled.
  • Added spAtlasPage_setCustomTextureLoader() which let's you do texture loading manually. Thanks @jareguo.
  • Added SkeletonRenderer:setSlotsRange() and SkeletonRenderer::createWithSkeleton(). This allows you to split rendering of a skeleton up into multiple parts, and render other nodes in between. See SkeletonRendererSeparatorExample.cpp for an example.
  • Fully transparent attachments will not be rendered, improving rendering performance.
  • Added improved tint-black shader.
  • Updated to cocos2d-x 3.16
  • The skeleton setup pose and world transform are now calculated on initialization to avoid flickering on start-up.
  • Updated to cocos2d-x 3.17.1
  • Breaking change: Switched from spine-c to spine-cpp as the underlying Spine runtime. See the spine-cpp Runtime Guide for more information on spine-cpp.
    • Added Cocos2dAttachmentLoader to be used when constructing an Atlas. Used by default by SkeletonAnimation and SkeletonRenderer when creating instances via the createXXX methods.
    • All C structs and enums spXXX have been replaced with their C++ equivalents spine::XXX in all public interfaces.
    • All instantiations via new of C++ classes from spine-cpp should contain (__FILE__, __LINE__). This allows the tracking of instantations and detection of memory leaks via the spine::DebugExtension.

SFML

UE4

  • spine-c is now exposed from the plugin shared library on Windows via __declspec.
  • Updated to Unreal Engine 4.18
  • Added C++ example, see https://github.com/EsotericSoftware/spine-runtimes/commit/15011e81b7061495dba45e28b4d3f4efb10d7f40
  • SkeletonRendererComponent generates collision meshes by default.
  • Disabled generation of collision meshes by SkeletonRendererComponent. Both ProceduralMeshComponent and RuntimeMeshComponent have a bug that generates a new PhysiX file every frame per component. Users are advised to add a separate collision shape to the root scene component of an actor instead.
  • Using UE4 FMemory allocator by default. This should fix issues on some consoles.
  • Breaking change moved away from RuntimeMeshComponent, as its maintainance has seized, back to ProceduralMeshComponent. Existing projects should just work. However, if you run into issues, you may have to remove the old SpineSkeletonRendererComponent and add a new one to your existing actors.
  • Breaking change due to the removal of RuntimeMeshComponent and reversal to ProceduralMeshComponent, two color tinting is currently not supported. ProceduralMeshComponent does not support enough vertex attributes for us to encode the second color in the vertex stream. You can remove the RuntimeMeshComponent/ directory from your plugins directory and remove the component from any build.cs files that may reference it.
  • Breaking change: Switched from spine-c to spine-cpp as the underlying Spine runtime. See the spine-cpp Runtime Guide for more information on spine-cpp.
  • All C structs and enums spXXX have been replaced with their C++ equivalents spine::XXX in all public interfaces.
  • All instantiations via new of C++ classes from spine-cpp should contain (__FILE__, __LINE__). This allows the tracking of instantations and detection of memory leaks via the spine::DebugExtension.
  • Updated to Unreal Engine 4.20 (samples require 4.17+), see the spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/SpinePlugin.build.cs file on how to compile in 4.20 with the latest UBT API changes.
  • Updated to Unreal Engine 4.21 (samples require 4.21).
  • Breaking change: UBoneDriverComponent and UBoneFollowerComponent are now USceneComponent instead of UActorComponent. They either update only themselves, or also the owning UActor, depending on whether the new flag UseComponentTransform is set. See EsotericSoftware#1175
  • Added query methods for slots, bones, skins and animations to SpineSkeletonComponent and UTrackEntry. These allow you to query these objects by name in both C++ and blueprints.
  • Added Preview Animation and Preview Skin properties to SpineSkeletonAnimationComponent. Enter an animation or skin name to live-preview it in the editor. Enter an empty string to reset the animation or skin.

C#

  • Breaking changes
    • The completion event will fire for looped 0 duration animations every frame.
    • Skeleton flipX/flipY has been replaced with scaleX/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
    • Mix time is no longer affected by TrackEntry#timeScale. See EsotericSoftware#1194
  • Additions
    • Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call TrackEntry#MixBlend = MixBlend.add on each track. To specify the blend percentage, set TrackEntry#Alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
    • Support for stretchy IK
    • Support for audio events, see audioPath, volume and balance fields on event (data).
    • TrackEntry has an additional field called holdPrevious. It can be used to counter act a limitation of AnimationState resulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.

Unity

  • Runtime and Editor, and Assembly Definition Files and folders have been reorganized into "Runtime" and "Editor". Each of these have an .asmdef file that defines these separately as their own assembly in Unity (Note: Spine .asmdef files are currently deactivated to .txt extension, see below). For projects not using assembly definition, you may delete the .asmdef files. These assembly definitions will be ignored by older versions of Unity that don't support it.
    • In this scheme, the entirety of the base spine-csharp runtime is inside the "Runtime" folder, to be compiled in the same assembly as spine-unity so they can continue to share internal members.
  • Spine .asmdef files are now deactivated (using .txt extension) by default This prevents problems when updating Spine through unitypackages, overwriting the Timeline reference entry in spine-unity.asmdef (added automatically when enabling Unity 2019 Timeline support, see Timeline Support for Unity 2019), causing compile errors. In case you want to enable the .asmdef files, rename the files: Spine/Runtime/spine-unity.txt to Spine/Runtime/spine-unity.asmdef and Spine/Editor/spine-unity-editor.txt to Spine/Editor/spine-unity-editor.asmdef.
  • SkeletonAnimator is now SkeletonMecanim The Spine-Unity Mecanim-driven component SkeletonAnimator has been renamed SkeletonMecanim to make it more autocomplete-friendly and more obvious at human-glance. The .meta files and guids should remain intact so existing projects and prefabs should not break. However, user code needs to be updated to use SkeletonMecanim.
  • SpineAtlasAsset The existing AtlasAsset type has been renamed to SpineAtlasAsset to signify that it specifically uses a Spine/libGDX atlas as its source. Serialization should be intact but user code will need to be updated to refer to existing atlases as SpineAtlasAsset.
    • AtlasAssetBase SpineAtlasAsset now has an abstract base class called SpineAtlasAsset. This is the base class to derive when using alternate atlas sources. Existing SkeletonDataAsset field "atlasAssets" now have the "AtlasAssetBase" type. Serialization should be intact, but user code will need to be updated to refer to the atlas assets accordingly.
    • This change is in preparation for alternate atlas options such as Unity's SpriteAtlas.
  • Optional Straight Alpha for shaders Spine-Unity's included Unity shaders now have a _STRAIGHT_ALPHA_INPUT shader_feature, toggled as a checkbox in the Material's inspector. This allows the Material to use a non-premultiplied alpha/straight alpha input texture.
    • The following shaders now have the "Straight Alpha Texture" checkbox when used on a material:
      • Spine/Skeleton
      • Spine/Skeleton Tint Black
      • Spine/Skeleton Lit
      • Spine/Skeleton Tint
      • Spine/Skeleton Fill
      • Spine/SkeletonGraphic (Premultiply Alpha) was renamed to Spine/SkeletonGraphic
      • Spine/SkeletonGraphic Tint Black (Premultiply Alpha) was renamed to Spine/SkeletonGraphic Tint Black
      • Spine/Skeleton PMA Multiply
      • Spine/Skeleton PMA Screen
    • Dedicated straight alpha shaders were removed from the runtime.
      • Spine/Straight Alpha/Skeleton Fill
      • Spine/Straight Alpha/Skeleton Tint
  • Detection of Incorrect Texture Settings Especially when atlas textures are exported with setting Premultiply alpha enabled, it is important to configure Unity's texture import settings correctly. By default, you will now receive warnings where texture settings are expected to cause incorrect rendering.
    • The following rules apply:
      • sRGB (Color Texture) shall be disabled when Generate Mip Maps is enabled, otherwise you will receive white border outlines.
      • Alpha Is Transparency shall be disabled on Premultiply alpha textures, otherwise you will receive light ghosting artifacts in transparent areas.
    • These warnings can be disabled in Edit - Preferences - Spine.
  • Sprite Mask Support for all Included Shaders The Skeleton Animation and Skeleton Mecanim components now provide an additional Mask Interaction field in the Inspector, covering identical functionality as Unity's built in Sprite Renderer component:
    • Mask Interaction modes:
      • None - The sprite will not interact with the masking system. Default behavior.
      • Visible Inside Mask - The sprite will be visible only in areas where a mask is present.
      • Visible Outside Mask - The sprite will be visible only in areas where no mask is present.
    • Automatically Generated Materials When switching Mask Interaction modes in the Inspector outside of Play mode, the required additional material assets are generated for the respective Stencil Compare parameters - with file suffixes '_InsideMask' and '_OutsideMask', placed in the same folder as the original materials. By default all generated materials are kept as references by the Skeleton Animation component for switching at runtime. These materials can be managed and optimized via the SkeletonAnimation's Advanced section:
      • Using the Clear button you can clear the reference to unneeded materials,
      • Using the Delete button the respective assets are deleted as well as references cleared. Note that other Skeleton Animation GameObjects might still reference the materials, so use with caution!
      • With the Set button you can again assign a link to the respective materials to prepare them for runtime use. If the materials were not present or have been deleted, they are generated again based on the default materials.
    • When switching Mask Interaction mode at runtime, the previously prepared materials are switched active automatically. When the respective materials have not been prepared, material copies of the default materials are created on the fly. Note that these materials are not shared between similar Skeleton Animation GameObjects, so it is recommended to use the generated material assets where possible.
    • Every shader now exposes the Stencil Compare parameter for further customization. This way you have maximum flexibility to use custom mechanisms to switch materials at runtime if you should ever need more than the three materials generated by Skeleton Animation's Mask Interaction parameter. Reference Stencil Compare values are:
      • CompareFunction.Disabled for Mask Interaction - None
      • CompareFunction.LessEqual for Mask Interaction - Visible Inside Mask
      • CompareFunction.Greater for Mask Interaction - Visible Outside Mask
  • RectMask2D Support for SkeletonGraphic Both SkeletonGraphic shaders 'Spine/SkeletonGraphic' and 'Spine/SkeletonGraphic Tint Black' now respect masking areas defined via Unity's RectMask2D component.
  • Timeline Support for Unity 2019 using the existing Timeline components. By default, all Spine Timeline components are deactivated in Unity 2019 and can be activated via the Spine Preferences menu. This step became necessary because in Unity 2019, Timeline has been moved to a separate Package and is no longer included in the Unity core. Please visit Edit - Preferences - Spine and at Timeline Package Support hit Enable to automatically perform all necessary steps to activate the Timeline components. This will automatically:
    1. download the Unity Timeline package
    2. activate the Spine Timeline components by setting the compile definition SPINE_TIMELINE_PACKAGE_DOWNLOADED for all platforms
    3. modify the spine-unity.asmdef file by adding the reference to the Unity Timeline library.
  • Added Create 2D Hinge Chain functionality at SkeletonUtilityBone inspector, previously only Create 3D Hinge Chain was available.

XNA/MonoGame

  • Added support for any Effect to be used by SkeletonRenderer
  • Added support for IVertexEffect to modify vertices of skeletons on the CPU. IVertexEffect instances can be set on the SkeletonRenderer. See example project.
  • Added SkeletonDebugRenderer
  • Made MeshBatcher of SkeletonRenderer accessible via a getter. Allows user to batch their own geometry together with skeleton meshes for maximum batching instead of using XNA SpriteBatcher.

Java

  • Breaking changes
    • Skeleton attachments: Moved update of attached skeleton out of libGDX SkeletonRenderer, added overloaded method Skeleton#updateWorldTransform(Bone), used for SkeletonAttachment. You now MUST call this new method with the bone of the parent skeleton to which the child skeleton is attached. See SkeletonAttachmentTest for and example.
    • The completion event will fire for looped 0 duration animations every frame.
    • MixPose is now called MixBlend.
    • Skeleton flipX/flipY has been replaced with scaleX/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
    • Mix time is no longer affected by TrackEntry#timeScale. See EsotericSoftware#1194
  • Additions
    • Added EventData#audioPath field. This field contains the file name of the audio file used for the event.
    • Added convenience method to add all attachments from one skin to another, see https://github.com/EsotericSoftware/spine-runtimes/commit/a0b7bb6c445efdfac12b0cdee2057afa3eff3ead
    • Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call TrackEntry#setMixBlend(MixBlend.add) on each track. To specify the blend percentage, set TrackEntry#alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
    • Support for stretchy IK
    • Support for audio events, see audioPath, volume and balance fields on event (data).
    • TrackEntry has an additional field called holdPrevious. It can be used to counter act a limitation of AnimationState resulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.

libGDX

Lua

  • Breaking changes
    • The completion event will fire for looped 0 duration animations every frame.
    • Skeleton flipX/flipY has been replaced with scaleX/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
    • Mix time is no longer affected by TrackEntry#timeScale. See EsotericSoftware#1194
  • Additions
    • Added JitterEffect and SwirlEffect and support for vertex effects in Corona and Love
    • Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call TrackEntry:setMixBlend(MixBlend.add) on each track. To specify the blend percentage, set TrackEntry.alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion.
    • Support for stretchy IK
    • Support for audio events, see audioPath, volume and balance fields on event (data).
    • TrackEntry has an additional field called holdPrevious. It can be used to counter act a limitation of AnimationState resulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.

Love2D

  • Added support for vertex effects. Set an implementation like "JitterEffect" on Skeleton.vertexEffect. See main.lua for an example.

Corona

  • Added support for vertex effects. Set an implementation like "JitterEffect" on SkeletonRenderer.vertexEffect. See main.lua for an example

Typescript/Javascript

  • Breaking changes
    • The completion event will fire for looped 0 duration animations every frame.
    • Skeleton flipX/flipY has been replaced with scaleX/scaleY. This cleans up applying transforms and is more powerful. Allows scaling a whole skeleton which has bones that disallow scale inheritance
    • Mix time is no longer affected by TrackEntry#timeScale. See EsotericSoftware#1194
  • Additions
    • Added AssetManager.loadTextureAtlas. Instead of loading the .atlas and corresponding image files manually, you can simply specify the location of the .atlas file and AssetManager will load the atlas and all its images automatically. AssetManager.get("atlasname.atlas") will then return an instance of spine.TextureAtlas.
    • Added additive animation blending. When playing back multiple animations on different tracks, where each animation modifies the same skeleton property, the results of tracks with lower indices are discarded, and only the result from the track with the highest index is used. With animation blending, the results of all tracks are mixed together. This allows effects like mixing multiple facial expressions (angry, happy, sad) with percentage mixes. By default the old behaviour is retained (results from lower tracks are discarded). To enable additive blending across animation tracks, call TrackEntry#setMixBlend(MixBlend.add) on each track. To specify the blend percentage, set TrackEntry#alpha. See http://esotericsoftware.com/forum/morph-target-track-animation-mix-mode-9459 for a discussion. See https://github.com/EsotericSoftware/spine-runtimes/blob/f045d221836fa56191ccda73dd42ae884d4731b8/spine-ts/webgl/tests/test-additive-animation-blending.html for an example.
    • Added work-around for iOS WebKit JIT bug, see https://github.com/EsotericSoftware/spine-runtimes/commit/c28bbebf804980f55cdd773fed9ff145e0e7e76c
    • Support for stretchy IK
    • Support for audio events, see audioPath, volume and balance fields on event (data).
    • TrackEntry has an additional field called holdPrevious. It can be used to counter act a limitation of AnimationState resulting in "dipping" of parts of the animation. For a full discussion of the problem and the solution we've implemented, see this forum thread.
    • Added AssetManager#setRawDataURI(path, data). Allows to set raw data URIs for a specific path, which in turn enables embedding assets into JavaScript/HTML.

WebGL backend

  • Added VertexEffect interface, instances of which can be set on SkeletonRenderer. Allows to modify vertices before submitting them to GPU. See SwirlEffect, JitterEffect, and the example which allows to set effects.
  • Added slotRangeStart and slotRangeEnd parameters to SkeletonRenderer#draw and SceneRenderer#drawSkeleton. This allows you to render only a range of slots in the draw order. See spine-ts/webgl/tests/test-slot-range.html for an example.
  • Added improved tint-black shader.
  • Added SceneRenderer#drawTextureUV(), allowing to draw a texture with manually specified texture coordinates.
  • Exposed all renderers in SceneRenderer.

Canvas backend

  • Added support for shearing and non-uniform scaling inherited from parent bones.
  • Added support for alpha tinting.

Three.js backend

  • Added VertexEffect interface, instances of which can be set on SkeletonMesh. Allows to modify vertices before submitting them to GPU. See SwirlEffect, JitterEffect.
  • Added support for multi-page atlases

Widget backend

  • Added fields atlasContent, atlasPagesContent, and jsonContent to WidgetConfiguration allowing you to directly pass the contents of the .atlas, atlas page .png files, and the .json file without having to do a request. See README.md and the example for details.
  • SpineWidget.setAnimation() now takes an additional optional parameter for callbacks when animations are completed/interrupted/etc.

3.6

AS3

  • Breaking changes

    • Removed Bone.worldToLocalRotationX and Bone.worldToLocalRotationY. Replaced by Bone.worldToLocalRotation (rotation given relative to x-axis, counter-clockwise, in degrees).
    • Made Bone fields _a, _b, _c, _d, _worldX and _worldY public, removed underscore prefix.
    • Removed VertexAttachment.computeWorldVertices overload, changed VertexAttachment.computeWorldVertices2 to VertexAttachment.computeWorldVertices, added stride parameter.
    • Removed RegionAttachment.vertices field. The vertices array is provided to RegionAttachment.computeWorldVertices by the API user now.
    • Removed RegionAttachment.updateWorldVertices, added RegionAttachment.computeWorldVertices. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided worldVertices array, starting at offset, then moving by stride array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
    • Replaced r, g, b, a fields with instances of new Color class in RegionAttachment, MeshAttachment, Skeleton, SkeletonData, Slot and SlotData.
    • The completion event will fire for looped 0 duration animations every frame.
  • Additions

    • Added Skeleton.getBounds from reference implementation.
    • Added support for local and relative transform constraint calculation, including additional fields in TransformConstraintData
    • Added Bone.localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees).
    • Added two color tinting support, including TwoColorTimeline and additional fields on Slot and SlotData.
    • Added PointAttachment, additional method newPointAttachment in AttachmentLoader interface.
    • Added ClippingAttachment, additional method newClippingAttachment in AttachmentLoader interface.
    • AnimationState#apply returns boolean indicating if any timeline was applied or not.
    • Animation#apply and Timeline#apply`` now take enums MixPoseandMixDirection` instead of booleans
    • Added VertexEffect and implementations JitterEffect and SwirlEffect. Allows you to modify vertices before they are submitted for drawing. See Starling changes.

Starling

  • Fixed renderer to work with 3.6 changes.
  • Added support for two color tinting.
  • Added support for clipping.
  • Added support for rotated regions in texture atlas loaded via StarlingAtlasAttachmentLoader.
  • Added support for vertex effects. See RaptorExample.as
  • Added 'getTexture()' method to 'StarlingTextureAtlasAttachmentLoader'
  • Breaking change: if a skeleton requires two color tinting, you have to enable it via SkeletonSprite.twoColorTint = true. In this case the skeleton will use the TwoColorMeshStyle, which internally uses a different vertex layout and shader. This means that skeletons with two color tinting enabled will break batching and hence increase the number of draw calls in your app.

C

  • Breaking changes
    • spVertexAttachment_computeWorldVertices and spRegionAttachment_computeWorldVerticeS now take new parameters to make it possible to directly output the calculated vertex positions to a vertex buffer. Removes the need for additional copies in the backends' respective renderers.
    • Removed spBoundingBoxAttachment_computeWorldVertices, superseded by spVertexAttachment_computeWorldVertices.
    • Removed spPathAttachment_computeWorldVertices and spPathAttachment_computeWorldVertices1, superseded by spVertexAttachment_computeWorldVertices.
    • Removed sp_MeshAttachment_computeWorldVertices, superseded by spVertexAttachment_computeWorldVertices.
    • Removed spBone_worldToLocalRotationX and spBone_worldToLocalRotationY. Replaced by spBone_worldToLocalRotation (rotation given relative to x-axis, counter-clockwise, in degrees).
    • Replaced r, g, b, a fields with instances of new spColor struct in spRegionAttachment, spMeshAttachment, spSkeleton, spSkeletonData, spSlot and spSlotData.
    • Removed spVertexIndexfrom public API.
    • Listeners on spAnimationState or spTrackEntry will now be also called in case a track entry is disposed as part of dispoing the spAnimationState.
    • The completion event will fire for looped 0 duration animations every frame.
  • Additions
    • Added support for local and relative transform constraint calculation, including additional fields in spTransformConstraintData.
    • Added spPointAttachment, additional method spAtlasAttachmentLoadeR_newPointAttachment.
    • Added support for local and relative transform constraint calculation, including additional fields in TransformConstraintData
    • Added spBone_localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees).
    • Added two color tinting support, including spTwoColorTimeline and additional fields on spSlot and spSlotData.
    • Added userData field to spTrackEntry, so users can expose data in spAnimationState callbacks.
    • Modified kvec.h used by SkeletonBinary.c to use Spine's MALLOC/FREE macros. That way there's only one place to inject custom allocators (extension.h) commit
    • Added macros to define typed dynamic arrays, see Array.h/.c
    • Added spClippingAttachment and respective enum.
    • Added spSkeletonClipper and spTriangulator, used to implement software clipping of attachments.
    • AnimationState#apply returns boolean indicating if any timeline was applied or not.
    • Animation#apply and Timeline#apply`` now take enums MixPoseandMixDirection` instead of booleans
    • Added spVertexEffect and corresponding implementations spJitterVertexEffect and spSwirlVertexEffect. Create/dispose through the corresponding spXXXVertexEffect_create()/dispose() functions. Set on framework/engine specific renderer. See changes for spine-c based frameworks/engines below.
    • Functions in extension.h are not prefixed with _sp instead of just _ to avoid interference with other libraries.
    • Introduced SP_API macro. Every spine-c function is prefixed with this macro. By default, it is an empty string. Can be used to markup spine-c functions with e.g. ``__declspec` when compiling to a dll or linking to that dll.

Cocos2d-X

  • Fixed renderer to work with 3.6 changes
  • Optimized rendering by removing all per-frame allocation in SkeletonRenderer, resulting in 15% performance increase for large numbers of skeletons being rendered per frame.
  • Added support for two color tinting. Tinting is enabled/disabled per SkeletonRenderer/SkeletonAnimation instance. Use SkeletonRenderer::setTwoColorTint(). Note that two color tinting requires the use of a non-standard shader and vertex format. This means that skeletons rendered with two color tinting will break batching. However, skeletons with two color tinting enabled and rendered after each other will be batched.
  • Updated example to use Cocos2d-x 3.14.1.
  • Added mesh debug rendering. Enable/Disable via SkeletonRenderer::setDebugMeshesEnabled().
  • Added support for clipping.
  • SkeletonRenderer now combines the displayed color of the Node (cascaded from all parents) with the skeleton color for tinting.
  • Added support for vertex effects. See RaptorExample.cpp.
  • Added ETC1 alpha support, thanks @halx99! Does not work when two color tint is enabled.
  • Added spAtlasPage_setCustomTextureLoader() which let's you do texture loading manually. Thanks @jareguo.
  • Added SkeletonRenderer:setSlotsRange() and SkeletonRenderer::createWithSkeleton(). This allows you to split rendering of a skeleton up into multiple parts, and render other nodes in between. See SkeletonRendererSeparatorExample.cpp for an example.

Cocos2d-Objc

  • Fixed renderer to work with 3.6 changes
  • Added support for two color tinting. Tinting is enabled/disabled per SkeletonRenderer/SkeletonAnimation.twoColorTint = true. Note that two color tinted skeletons do not batch with other nodes.
  • Added support for clipping.

SFML

  • Fixed renderer to work with 3.6 changes. Sadly, two color tinting does not work, as the vertex format in SFML is fixed.
  • Added support for clipping.
  • Added support for vertex effects. See raptor example.
  • Added premultiplied alpha support to SkeletonDrawable.

Unreal Engine 4

  • Fixed renderer to work with 3.6 changes
  • Added new UPROPERTY to SpineSkeletonRendererComponent called Color. This allows to set the tint color of the skeleton in the editor, C++ and Blueprints. Under the hood, the spSkeleton->color will be set on every tick of the renderer component.
  • Added support for clipping.
  • Switched from built-in ProceduralMeshComponent to RuntimeMeshComponent by Koderz (https://github.com/Koderz/UE4RuntimeMeshComponent, MIT). Needed for more flexibility regarding vertex format, should not have an impact on existing code/assets. You need to copy the RuntimeMeshComponentPlugin from our repository in spine-ue4\Plugins\ to your project as well!
  • Added support for two color tinting. All base materials, e.g. SpineUnlitNormalMaterial, now do proper two color tinting. No material parameters have changed.
  • Updated to Unreal Engine 4.16.1. Note that 4.16 has a regression which will make it impossible to compile plain .c files!
  • spine-c is now exposed from the plugin shared library on Windows via __declspec.

C#

  • Breaking changes

    • MeshAttachment.parentMesh is now a private field to enforce using the .ParentMesh setter property in external code. The MeshAttachment.ParentMesh property is an appropriate replacement wherever .parentMesh was used.
    • Skeleton.GetBounds takes a scratch array as input so it doesn't have to allocate a new array on each invocation itself. Reduces GC activity.
    • Removed Bone.WorldToLocalRotationX and Bone.WorldToLocalRotationY. Replaced by Bone.WorldToLocalRotation (rotation given relative to x-axis, counter-clockwise, in degrees).
    • Added stride parameter to VertexAttachment.ComputeWorldVertices.
    • Removed RegionAttachment.Vertices field. The vertices array is provided to RegionAttachment.ComputeWorldVertices by the API user now.
    • Removed RegionAttachment.UpdateWorldVertices, added RegionAttachment.ComputeWorldVertices. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided worldVertices array, starting at offset, then moving by stride array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
    • The completion event will fire for looped 0 duration animations every frame.
  • Additions

  • Added support for local and relative transform constraint calculation, including additional fields in TransformConstraintData

  • Added Bone.localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees).

  • Added two color tinting support, including TwoColorTimeline and additional fields on Slot and SlotData.

  • Added PointAttachment, additional method NewPointAttachment in AttachmentLoader interface.

  • Added ClippingAttachment, additional method NewClippingAttachment in AttachmentLoader interface.

  • Added SkeletonClipper and Triangulator, used to implement software clipping of attachments.

  • AnimationState.Apply returns a bool indicating if any timeline was applied or not.

  • Animation.Apply and Timeline.Apply`` now take enums MixPoseandMixDirection` instead of bools.

Unity

  • Refactored renderer to work with new 3.6 features.
    • Two color tinting is currently supported via extra UV2 and UV3 mesh vertex streams. To use Two color tinting, you need to:
      • switch on "Tint Black" under "Advanced...",
      • use the new Spine/Skeleton Tint Black shader, or your own shader that treats the UV2 and UV3 streams similarly.
      • Additionally, for SkeletonGraphic, you can use Spine/SkeletonGraphic Tint Black (or the bundled SkeletonGraphicTintBlack material) or your own shader that uses UV2 and UV3 streams similarly. Additional Shader Channels TexCoord1 and TexCoord2 will need to be enabled from the Canvas component's inspector. These correspond to UV2 and UV3.
    • Clipping is now supported. Caution: The SkeletonAnimation switches to slightly slower mesh generation code when clipping so limit your use of ClippingAttachments when using on large numbers of skeletons.
  • SkeletonRenderer.initialFlip Spine components such as SkeletonRenderer, SkeletonAnimation, SkeletonAnimator now has initialFlipX and initialFlipY fields which are also visible in the inspector under "Advanced...". It will allow you to set and preview a starting flip value for your skeleton component. This is applied immediately when the internal skeleton object is instantiated.
  • [SpineAttribute] Improvements
    • Icons have been added to SpineAttributeDrawers. This should make your default inspectors easier to understand at a glance.
    • Added Constraint Attributes You can now use [SpineIkConstraint] [SpineTransformConstraint] [SpinePathConstraint]
    • SpineAttribute dataField parameter can also now detect sibling fields within arrays and serializable structs/classes.
    • [SpineAttribute(includeNone:false)] SpineAttributes now have an includeNone optional parameter to specify if you want to include or exclude a none ("") value option in the dropdown menu. Default is includeNone:true.
    • [SpineAttachment(skinField:"mySkin")] The SpineAttachment attribute now has a skinField optional parameter to limit the dropdown items to attachments in a specific skin instead of the just default skin or all the skins in SkeletonData.
  • SkeletonDebugWindow. Debugging tools have been moved from the SkeletonAnimation and SkeletonUtility component inspectors into its own utility window. You can access "Skeleton Debug" under the Advanced... foldout in the SkeletonAnimation inspector, or in SkeletonAnimation's right-click/context menu.
    • Skeleton Baking Window The old Skeleton Baking feature is also now accessible through the SkeletonDataAsset's right-click/context menu.
  • AttachmentTools source material. AttachmentTools methods can now accept a sourceMaterial argument to copy material properties from.
  • AttachmentTools Skin Extensions. Using AttachmentTools, you can now add entries by slot name by also providing a skeleton argument. Also Append(Skin), RemoveAttachment and Clear have been added.
  • BoneFollower and SkeletonUtilityBone Add RigidBody Button. The BoneFollower and SkeletonUtilityBone component inspectors will now offer to add a Rigidbody or Rigidbody2D if it detects a collider of the appropriate type. Having a rigidbody on a moving transform with a collider fits better with the Unity physics systems and prevents excess calculations. It will not detect colliders on child objects so you have to add Rigidbody components manually accordingly.
  • SkeletonRenderer.OnPostProcessVertices is a new callback that gives you a reference to the MeshGenerator after it has generated a mesh from the current skeleton pose. You can access meshGenerator.VertexBuffer or meshGenerator.ColorBuffer to modify these before they get pushed into the UnityEngine.Mesh for rendering. This can be useful for non-shader vertex effects.
  • Examples
    • Examples now use properties. The code in the example scripts have been switched over to using properties instead of fields to encourage their use for consistency. This is in anticipation of both users who want to move the Spine folders to the Unity Plugins folder (compiled as a different assembly), and of Unity 2017's ability to manually define different assemblies for shorter compilation times.
    • Mix And Match. The mix-and-match example scene, code and data have been updated to reflect the current recommended setup for animation-compatible custom equip systems The underlying API has changed since 3.5 and the new API calls in MixAndMatch.cs is recommended. Documentation is in progress.
    • Sample Components. AtasRegionAttacher and SpriteAttacher are now part of Sample Components, to reflect that they are meant to be used as sample code rather than production. A few other sample components have also been added. New imports of the unitypackage Examples folder will see a "Legacy" folder comprised of old sample components that no longer contain the most up-to-date and recommended workflows, but are kept in case old setups used them for production.
  • Spine folder. In the unitypackage, the "spine-csharp" and "spine-unity" folders are now inside a "Spine" folder. This change will only affect fresh imports. Importing the unitypackage to update Spine-Unity in your existing project will update the appropriate files however you chose to arrange them, as long as the meta files are intact.
  • Breaking changes
    • The Sprite shaders module was updated to the latest version from the source. Some changes were made to the underlying keyword structure. You may need to review the settings of your lit materials. Particularly, your Fixed Normals settings.
    • The Spine/Skeleton Lit shader was switched over to non-fixed-function code. It now no longer requires mesh normals and has fixed normals at the shader level.
    • The old MeshGenerator classes, interfaces and code in Spine.Unity.MeshGeneration are now deprecated. All mesh-generating components now share the class Spine.Unity.MeshGenerator defined in SpineMesh.cs. MeshGenerator is a serializable class.
      • The SkeletonRenderer.renderMeshes optimization is currently non-functional.
      • Old triangle-winding code has been removed from SkeletonRenderer. Please use shaders that have backface culling off.
      • Render settings in SkeletonGraphic can now be accessed under SkeletonGraphic.MeshGenerator.settings. This is visible in the SkeletonGraphic inspector as Advanced...
      • We will continue to bundle the unitypackage with the empty .cs files of deprecated classes until Spine 3.7 to ensure the upgrade process does not break.
    • The [SpineAttachment(slotField:)] optional parameter found property value now acts as a Find(slotName) argument rather than Contains(slotName).
    • SkeletonAnimator now uses a SkeletonAnimator.MecanimTranslator class to translate an Animator's Mecanim State Machine into skeleton poses. This makes code reuse possible for a Mecanim version of SkeletonGraphic.
    • SkeletonAnimator autoreset and the mixModes array are now a part of SkeletonAnimator's MecanimTranslator .Translator. autoReset is set to true by default. Old prefabs and scene objects with Skeleton Animator may no longer have correct values set.
    • Warnings and conditionals checking for specific Unity 5.2-and-below incompatibility have been removed.

XNA/MonoGame

  • Added support for clipping
  • Removed RegionBatcher and SkeletonRegionRenderer, renamed SkeletonMeshRenderer to SkeletonRenderer
  • Added support for two color tint. For it to work, you need to add the SpineEffect.fx file to your content project, then load it via var effect = Content.Load<Effect>("SpineEffect");, and set it on the SkeletonRenderer. See the example project for code.
  • Added support for any Effect to be used by SkeletonRenderer
  • Added support for IVertexEffect to modify vertices of skeletons on the CPU. IVertexEffect instances can be set on the SkeletonRenderer. See example project.
  • Added SkeletonDebugRenderer
  • Made MeshBatcher of SkeletonRenderer accessible via a getter. Allows user to batch their own geometry together with skeleton meshes for maximum batching instead of using XNA SpriteBatcher.

Java

  • Breaking changes

    • Skeleton.getBounds takes a scratch array as input so it doesn't have to allocate a new array on each invocation itself. Reduces GC activity.
    • Removed Bone.worldToLocalRotationX and Bone.worldToLocalRotationY. Replaced by Bone.worldToLocalRotation (rotation given relative to x-axis, counter-clockwise, in degrees).
    • Added stride parameter to VertexAttachment.computeWorldVertices.
    • Removed RegionAttachment.vertices field. The vertices array is provided to RegionAttachment.computeWorldVertices by the API user now.
    • Removed RegionAttachment.updateWorldVertices, added RegionAttachment.computeWorldVertices. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided worldVertices array, starting at offset, then moving by stride array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
    • Skeleton attachments: Moved update of attached skeleton out of libGDX SkeletonRenderer, added overloaded method Skeleton#updateWorldTransform(Bone), used for SkeletonAttachment. You now MUST call this new method with the bone of the parent skeleton to which the child skeleton is attached. See SkeletonAttachmentTest` for and example.
    • The completion event will fire for looped 0 duration animations every frame.
  • Additions

    • Added support for local and relative transform constraint calculation, including additional fields in TransformConstraintData
    • Added Bone.localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees).
    • Added two color tinting support, including TwoColorTimeline and additional fields on Slot and SlotData.
    • Added PointAttachment, additional method newPointAttachment in AttachmentLoader interface.
    • Added ClippingAttachment, additional method newClippingAttachment in AttachmentLoader interface.
    • Added SkeletonClipper and Triangulator, used to implement software clipping of attachments.
    • AnimationState#apply returns boolean indicating if any timeline was applied or not.
    • Animation#apply and Timeline#apply`` now take enums MixPoseandMixDirection` instead of booleans

libGDX

  • Fixed renderer to work with 3.6 changes
  • Added support for two color tinting. Use the new TwoColorPolygonBatch together with SkeletonRenderer
  • Added support for clipping. See SkeletonClipper. Used automatically by SkeletonRenderer. Does not work when using a SpriteBatch with SkeletonRenderer. Use PolygonSpriteBatch or TwoColorPolygonBatch instead.
  • Added VertexEffect interface, instances of which can be set on SkeletonRenderer. Allows to modify vertices before submitting them to GPU. See SwirlEffect, JitterEffect and VertexEffectTest.

Lua

  • Breaking changes
    • Removed Bone:worldToLocalRotationX and Bone:worldToLocalRotationY. Replaced by Bone:worldToLocalRotation (rotation given relative to x-axis, counter-clockwise, in degrees).
    • VertexAttachment:computeWorldVertices now takes offsets and stride to allow compositing vertices directly in a vertex buffer to be send to the GPU. The compositing is now performed in the backends' respective renderers. This also affects the subclasses MeshAttachment, BoundingBoxAttachment and PathAttachment.
    • Removed RegionAttachment:updateWorldVertices, added RegionAttachment:computeWorldVertices, which takes offsets and stride to allow compositing vertices directly in a vertex buffer to be send to the GPU. The compositing is now performed in the backends' respective renderers.
    • Removed MeshAttachment.worldVertices field. Computation is now performed in each backends' respective renderer. The uv coordinates are now stored in MeshAttachment.uvs.
    • Removed RegionAttachment.vertices field. Computation is now performed in each backends respective renderer. The uv coordinates for each vertex are now stored in the RegionAttachment.uvs field.
    • The completion event will fire for looped 0 duration animations every frame.
  • Additions
  • Added Bone:localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees).
  • Added two color tinting support, including TwoColorTimeline and additional fields on Slot and SlotData.
  • Added PointAttachment, additional method newPointAttachment in AttachmentLoader interface.
  • Added support for local and relative transform constraint calculation, including additional fields in TransformConstraintData
  • Added ClippingAttachment, additional method newClippingAttachment in AttachmentLoader interface.
  • Added SkeletonClipper and Triangulator, used to implement software clipping of attachments.
  • AnimationState#apply returns boolean indicating if any timeline was applied or not.
  • Animation#apply and Timeline#apply`` now take enums MixPoseandMixDirection` instead of booleans
  • Added JitterEffect and SwirlEffect and support for vertex effects in Corona and Love

Love2D

  • Fixed renderer to work with 3.6 changes
  • Added support for two color tinting. Enable it via SkeletonRenderer.new(true).
  • Added clipping support.
  • Added support for vertex effects. Set an implementation like "JitterEffect" on Skeleton.vertexEffect. See main.lua for an example.

Corona

  • Fixed renderer to work with 3.6 changes. Sadly, two color tinting is not supported, as Corona doesn't let us change the vertex format needed and its doesn't allow to modify shaders in the way needed for two color tinting
  • Added clipping support.
  • Added support for vertex effects. Set an implementation like "JitterEffect" on SkeletonRenderer.vertexEffect. See main.lua for an example

Typescript/Javascript

  • Breaking changes

    • Skeleton.getBounds takes a scratch array as input so it doesn't have to allocate a new array on each invocation itself. Reduces GC activity.
    • Removed Bone.worldToLocalRotationX and Bone.worldToLocalRotationY. Replaced by Bone.worldToLocalRotation (rotation given relative to x-axis, counter-clockwise, in degrees).
    • Removed VertexAttachment.computeWorldVertices overload, changed VertexAttachment.computeWorldVerticesWith to VertexAttachment.computeWorldVertices, added stride parameter.
    • Removed RegionAttachment.vertices field. The vertices array is provided to RegionAttachment.computeWorldVertices by the API user now.
    • Removed RegionAttachment.updateWorldVertices, added RegionAttachment.computeWorldVertices. The new method now computes the x/y positions of the 4 vertices of the corner and places them in the provided worldVertices array, starting at offset, then moving by stride array elements when advancing to the next vertex. This allows to directly compose the vertex buffer and avoids a copy. The computation of the full vertices, including vertex colors and texture coordinates, is now done by the backend's respective renderer.
    • The completion event will fire for looped 0 duration animations every frame.
    • Removed the Spine Widget in favor of Spine Web Player.
  • Additions

    • Added support for local and relative transform constraint calculation, including additional fields in TransformConstraintData
    • Added Bone.localToWorldRotation(rotation given relative to x-axis, counter-clockwise, in degrees).
    • Added two color tinting support, including TwoColorTimeline and additional fields on Slot and SlotData.
    • Added PointAttachment, additional method newPointAttachment in AttachmentLoader interface.
    • Added ClippingAttachment, additional method newClippingAttachment in AttachmentLoader interface.
    • Added SkeletonClipper and Triangulator, used to implement software clipping of attachments.
    • AnimationState#apply returns boolean indicating if any timeline was applied or not.
    • Animation#apply and Timeline#apply`` now take enums MixPoseandMixDirection` instead of booleans
    • Added AssetManager.loadTextureAtlas. Instead of loading the .atlas and corresponding image files manually, you can simply specify the location of the .atlas file and AssetManager will load the atlas and all its images automatically. AssetManager.get("atlasname.atlas") will then return an instance of spine.TextureAtlas.
    • Added the Spine Web Player

WebGL backend

  • Fixed WebGL context loss
    • Added Restorable interface, implemented by any WebGL resource that needs restoration after a context loss. All WebGL resource classes (Shader, Mesh, GLTexture) implement this interface.
    • Added ManagedWebGLRenderingContext. Handles setup of a WebGLRenderingContext given a canvas element and restoration of WebGL resources (Shader, Mesh, GLTexture) on WebGL context loss. WebGL resources register themselves with the ManagedWebGLRenderingContext. If the context is informed of a context loss and restoration, the registered WebGL resources' restore() method is called. The restore() method implementation on each resource type will recreate the GPU side objects.
    • All classes that previously took a WebGLRenderingContext in the constructor now also allow a ManagedWebGLRenderingContext. This ensures existing applications do not break.
    • To use automatic context restauration:
    1. Create or fetch a canvas element from the DOM
    2. Instantiate a ManagedWebGLRenderingContext, passing the canvas to the constructor. This will setup a WebGLRenderingContext internally and manage context loss/restoration.
    3. Pass the ManagedWebGLRenderingContext to the constructors of classes that you previously passed a WebGLRenderingContext to (AssetManager, GLTexture, Mesh, Shader, PolygonBatcher, SceneRenderer, ShapeRenderer, SkeletonRenderer, SkeletonDebugRenderer).
  • Fixed renderer to work with 3.6 changes.
  • Added support for two color tinting.
  • Improved performance by using DYNAMIC_DRAW for vertex buffer objects and fixing bug that copied to much data to the GPU each frame in PolygonBatcher/Mesh.
  • Added two color tinting support, enabled by default. You can disable it via the constructors of SceneRenderer, SkeletonRendererand PolygonBatcher. Note that you will need to use a shader created via Shader.newTwoColoredTexturedShader shader with SkeletonRenderer and PolygonBatcher if two color tinting is enabled.
  • Added clipping support
  • Added VertexEffect interface, instances of which can be set on SkeletonRenderer. Allows to modify vertices before submitting them to GPU. See SwirlEffect, JitterEffect, and the example which allows to set effects.
  • Added slotRangeStart and slotRangeEnd parameters to SkeletonRenderer#draw and SceneRenderer#drawSkeleton. This allows you to render only a range of slots in the draw order. See spine-ts/webgl/tests/test-slot-range.html for an example.

Canvas backend

  • Fixed renderer to work for 3.6 changes. Sadly, we can't support two color tinting via the Canvas API.
  • Added support for shearing and non-uniform scaling inherited from parent bones.
  • Added support for alpha tinting.

Three.js backend

  • Fixed renderer to work with 3.6 changes. Two color tinting is not supported.
  • Added clipping support
  • Added VertexEffect interface, instances of which can be set on SkeletonMesh. Allows to modify vertices before submitting them to GPU. See SwirlEffect, JitterEffect.
  • Added support for multi-page atlases

Widget backend

  • Fixed WebGL context loss (see WebGL backend changes). Enabled automatically.
  • Fixed renderer to work for 3.6 changes. Supports two color tinting & clipping (see WebGL backend changes for details).
  • Added fields atlasContent, atlasPagesContent, and jsonContent to WidgetConfiguration allowing you to directly pass the contents of the .atlas, atlas page .png files, and the .json file without having to do a request. See README.md and the example for details.
  • SpineWidget.setAnimation() now takes an additional optional parameter for callbacks when animations are completed/interrupted/etc.