Reign_of_Light

  • 1 de Abr de 2024
  • Entrou em 6 de Fev de 2018
  • Okay, there's one more issue, unfortunately. Whenever I reexport a spine skeleton, Godot registers the change, tries to reimport the changed data, at 50% asks for my permission to access external volumes (again..) and then crashes.

    This happens consistently and always. I'm not sure if it has to do with the permissions issue, but it sure crashes right after asking for those.

    I'm using the C#-enabled 4.2.1 version of Godot, by the way.

  • (Damn, I cannot edit my reply twice? ... just wanted to correct me on my Mac Mini only having 128 Gigabytes of space; it's 256 Gb, of course ..)

  • Did you come to try signing the app package?

    I do have the permission issues on an M1-Mac, as well. With me, (Spine-)Godot is requesting access to a removable volume which makes sense because my projects folder is located on an external SSD. However, no other application on my system (including normal C#-enabled Godot) has that issue. In fact, I am experiencing it the first time ever, now that I'm trying to use Spine with Godot.

    Enabling access in system settings doesn't help nor does granting Spine-Godot full disk access. Running the terminal command that zjjt mentioned results in the message "---deep: no identity found" for me with no further effect.

    Googling the issue, people seem to have solved it with other software by notarizing the app with Apple, which appears to be nothing complicated but requires App Developer status which costs 99$/year.

    Perhaps that's something you guys could do?
    It's not a software-breaking issue, of course, but it's a hell of a lot annoying to have to click "Allow" two to six times on every opening of Godot and every little build you try to playtest.
    For me, it voids the speed advantage Godot used to have over Unity. Compilation is super fast, but then I have to click "Allow", "Allow", "Allow", "Allow" before the build plays, sigh ..

    Edit: Okay, at least for builds, I too can avoid the issue by moving my project folder to my primary disc. That's inconvenient, because I have the M1 mac mini with the smallest internal drive (128 gigs, almost full) and now need to keep my spine-enabled Godot projects separate from all the others. But it's better than the alternative, for the time being.

  • Hi,

    I've got a simple problem I unfortunately could not find any answer for. For our game I am animating a character inside Spine Pro, and in some of its animations some images need to be swapped (like "eyes open"->"eyes closed", or "hand open" -> "hand as fist"). I'm doing this by having multiple images attached to the same slot, but only one being visible at any given time. Changes in visibility are then keyframed inside the animation. This looks fine inside Spine!
    But as soon as I transfer the animation to Unity, the image swaps are simply not shown. The animations themselves play fine, simply none of the images change.

    Any suggestions in regard to what I might do wrong?

    Thanks!