I'm working on a game that uses the C runtime. We're in the process of updating to 4.2 to make use of physics. But I've run into an issue. Here's a video:
It first shows how the animation plays back within the Spine editor. Then how it looks when passing "NONE" to updateWorldTransform()
. Then how it looks when passing "UPDATE" instead. I can step through with a debugger and see it is running code for the physics constraints, and the behavior with "UPDATE" is different from with "NONE" or "POSE", so the physics is clearly doing something, but it's hard to tell what.
Things I have tried that made no difference: updating the runtime code to the latest from github, re-exporting the spine project, changing the spSkeletonJson->scale
when importing, changing the timestep passed to spAnimationState_update()
, calling spSkeleton_updateCache()
at various times.
At this point I'm out of ideas for how to further debug this to figure out what's going wrong. Any suggestions or guidance is appreciated.