• Runtimes
  • Large Spine files.

I have an actor in our game that is done with Spine. They currently have over 200 small animations and by the time the game is done it will easily be over 1000 animations. I assume there is no (reasonable) limit to the number of animations a Spine file can have. Assuming the .json grows linearly the final one will be over 30MB. Not a lot of memory in a modern PC or console but something to keep an eye on.

The main problem is only one animator can work on the file at a time.

Is there anyway to have multiple .spine files so the animators can work in parallel and merge them together at load time or as some command line process? I suspect the answer is no. In that case what techniques to others use to allow multiple animators to work on a large monolithic Spine file?

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Sure there is: just share the spine file with all the animators remarking they can't change the setup or weights. once they make the animations import them all in a single file and voilà 😃
Import - Spine User Guide: Animation

TobyWils escreveu

Assuming the .json grows linearly the final one will be over 30MB. Not a lot of memory in a modern PC or console but something to keep an eye on.

For the runtime side, please be sure to export your skeleton project in binary format as a .skel file (or .skel.bytes for Unity). This will result in saved memory footprint and loading times when compared to exporting the skeleton as a .json file.