Vitalii Good day. Our game engine uses spine library version 3.8.95. Faced the animation of shaking crystals on devices with ios operating system (iphone / ipad). No shaking is observed in windows and android systems, what could be the reason for this behavior?
Mario What Spine Runtimes are you using? cocos2d-x? Unity? If so, what version of either of these two? What iOS devices and iOS versions did you see this shaking on?
Vitalii Mobile devices that play shaking animations. Mobile iOS 14.5.1: iPhone 5S, iPhone 6S Plus, iPhone 7, iPhone X, iPhone XS Max, iPad 6. We connect the library https://github.com/EsotericSoftware/spine-runtimes/tree/4.0/spine-c to our project. The animation is rendered using the sdl2 engine.
Mario Is there any way for me to get a compiling reproduction sample? I can't reproduce this with e.g. cocos2dx and our example skeletons. Maybe you could try adding a scene using your skeleton to our spine-cocos2dx example project and see if this jitters as well? What compiler flags do you pass to Clang?
Vitalii After extensive research, the animation issue was resolved by packaging animation into 1024x1024 atlases. Jitter is observed on atlases with a resolution of 2048x2048 and 4096x4096. The project was packaged using Spine version 3.8.99. The spine library version is 3.8.95. Crystal Animation: https://drive.google.com/drive/folders/1DKEnISePVSnsLKueOmrNj6fBA_sx6Xfi?usp=sharing
Mario Oh wow, that's an interesting finding. While 4kx4k might indeed be too much for the devices you listed, 2kx2k should not incure such a massive performance penalty. Thank you for reporting back.