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Vanilla First Run Error #16
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Yup, this is a fine way to submit an issue. You can also submit code patches. Figuring out git is a PITA though. It's a horrible tool, but the job it does (enabling easy collaboration) is nice. Thanks! |
Git is an awesome tool, the learning curve is just really steep. |
I think a tool should be judged not only on whether it can do a job, but how well it does the job and how much hair you lose in the process. :) If you've ever had something go catastrophically wrong with Git, you know what I mean. I highly suggest anyone using Git, especially those new to it, to try SmartGit, which takes away a lot of the pain. |
I will definitely concede that Git gives you more than enough rope to hang yourself with. |
spine-cocos2d-iphone API is showing some path errors,,, is there any other code examples or tutorial to show how to export spine out into a cocos2d game |
No, not at this time. The example should work fine if you have the right version of cocos2d: |
* Add `spine-iOS` SPM package & example app (#1) * Basic Mesh Rendering (#2) * Spine C++ Swift Wrapper (#3) * Load `Atlas` & `SkeletonData` (#4) Load & dispose `Atlas` & `SkeletonData` from bundled files. * Generate Swift classes from `spine-cpp-lite.h` (#5) * Draw `SkeletonData` render commands (#6) - Use `SkeletonData` render commands in the renderer - Simple loop for animation support * Add `BoundsProvider` (#7) - Implement & support `BoundsProvider` classes - Introduce alignment and content mode - Update c to swift script to return optional for find prefixed methods * Support `SpineController` & `Event` callbacks (#8) - Support SpineController callbacks - Support Event callbacks - Apply tint color in renderer * Support `DressUp` sample (#9) - Add `DressUp` sample - Move SpineViewController to SpineUIView - Implement SpineUIView export to image * Remove unused file * Add `Physics` sample (#10) - Add `Physics` sample - Fix offsets in `IKFollowing` sample - Fix `SpineView` background color * Add `DebugRendering` sample (#11) - Add `DebugRendering` sample - Make `SpineUIView` transparent * Move remaining files to SPM package (#12) - Move remaining files to SPM package - Rename `SpineWrapper` to `SpineCppLite` * Load assets from different sources (#13) - Load from bundle, file, http & drawable - Apply correct blend mode & pma in renderer * Add `Obj-C` + `UIKit` sample (#14) - Add `Obj-C` + `UIKit` sample - Update `Spine` to be usable in Obj-C code base * Support CocoaPods (#15) * Metal Best Practices (#16) - Tripple Buffering - Buffer Bindings - Shared Objects * Annotate functions that should return optional (#17) * Add option to disable drawing when out of viewport (#18) - Add option to disable drawing when out of viewport - Move update clock to controller so multiple views can share it * Add docs for public Spine classes/methods (#19) * Fix various regressions (#20) - Fix retain `SpineController` retain cycle - Fix issue wehre images were not rendered
Encounter error on vanilla run:
Runtime error: ...na\spine-runtimes-master\spine-corona\spine\Slot.lua:50: attempt to call method 'getAttachment' (a nil value)stack traceback:
[C]: in function 'getAttachment'
...na\spine-runtimes-master\spine-corona\spine\Slot.lua:50: in function'setToBindPose'
Is resolved by moving the getAttachment function in Skeleton.lua higher in the file so that it is defined when the skeleton is passed into Slot's constructor. (Not sure if this is the proper way to suggest a solution, still new to Github)
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