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Hi,
in spine-csharp at skeleton.cs row 55 there is

public ExposedList<SpringConstraint> SpringConstraints { get { return SpringConstraints; } }

must to be change to

public ExposedList<SpringConstraint> SpringConstraints { get { return springConstraints; } }

the uppercase S of SpringConstraints in get create a loop and crash visual studio if go to inspect skeleton
must be s lowercase
best
Cristian

Thanks for reporting, good catch!

Actually SpringConstraints should have been removed from the 4.1 branch already, since physics features have been moved to 4.2-beta. They have been properly removed in this commit.

On the 4.2-beta branch SpringConstraints are now renamed to PhysicsConstraints in this commit, and the getter has been fixed accordingly thanks to your report.

Hi Harald,
I am very interested to know more. Is there any description that anticipates something?

Do you mean you would like to know more about the upcoming physics features in Spine 4.2? Or did I misunderstand you there?

Harald schrieb

Do you mean you would like to know more about the upcoming physics features in Spine 4.2? Or did I misunderstand you there?

Sorry my bad English.
Yes I would like to know more about physics feature in Spine 4.2, and other news of this release 🙂


Harald schrieb

Do you mean you would like to know more about the upcoming physics features in Spine 4.2? Or did I misunderstand you there?

Sorry my bad English.
Yes I would like to know more about physics feature in Spine 4.2 🙂

No need to apologize! Without revealing too much before it's ready, you can expect features that will allow you to simulate e.g. "springy" behaviour, which can be used wherever parts of a character follow primary movement more slowly due to inertia. E.g. a belly bouncing during a walk animation 🙂.

Harald schrieb

No need to apologize! Without revealing too much before it's ready, you can expect features that will allow you to simulate e.g. "springy" behaviour, which can be used wherever parts of a character follow primary movement more slowly due to inertia. E.g. a belly bouncing during a walk animation 🙂.

Everyone is looking forward to the official feature.

I'm eager to see what it's all about. This feature should save me from writing code in my custom engine


Harald schrieb

No need to apologize! Without revealing too much before it's ready, you can expect features that will allow you to simulate e.g. "springy" behaviour, which can be used wherever parts of a character follow primary movement more slowly due to inertia. E.g. a belly bouncing during a walk animation 🙂.

Harald, will you be based on an existing framework like Farseer or a custom one? because I already wanted to move forward in my engine in right direction....

I’m afraid Harald is on winter vacation so it's going to take some time to get back to you.

We've built our own physics, as we need them to work everywhere and to be designed specifically for what Spine needs.

good thank you