• RuntimesGodot
  • Support for Godot 4.3

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Currently, the spine-godot runtime documentation does not mention support for Godot 4.3. The provided examples and build scripts are tailored for Godot 4.0.x, 4.1.x, and 3.5.x. To use the spine-godot runtime with Godot 4.3, you may need to adapt the existing build scripts and workflows to accommodate the new version.

You can try the following steps to compile the Godot editor and export templates for Godot 4.3:

  1. Clone the spine-runtimes repository.
  2. Modify the setup.sh script to use the 4.3-stable tag or the specific commit hash for Godot 4.3.
  3. Run the build scripts as described in the documentation, ensuring you specify the correct version and options for C# support if needed.

Example commands:

cd spine-godot
./build/setup.sh 4.3-stable false true  # For C# support
./build/build-v4.sh true  # For C# support

For export templates:

cd spine-godot
./build/setup.sh 4.3-stable false
./build/build-templates-v4.sh windows  # Replace 'windows' with your target platform

Ensure you have all necessary dependencies installed as per the official Godot documentation.

I am trying to build on windows, it throws error.
Anyone can able to build?

\spine-runtimes\spine-godot\spine_godot\SpineAnimationTrack.cpp(186): error C2676:
\spine-runtimes\spine-godot\spine_godot\SpineAnimationTrack.windows.editor.x86_64.obj] Error 2

    Szopen I imagine the changes on Godot's side are big enough that most of us will have to wait for an official support update from Spine folks, hopefully next week.

    🙁 Working on it. Also working it a GDExtension, which is so much worse than just a minor version bump. Not sure I'll live to see it completed.

      Mario Looks like something might've gone wrong:

      Mario Does this mean we will be able to use Spine as a plugin in Godot?

      Yes, but it will take a while for that to materialize.

        Mario Nice. Looking forward to it

          marvfash I'm not sure I do. I don't think anyone has managed to export a working build to WebGL with a GDExtension addon in general. Albeit, I'm not up to date with 4.3 changes in this regard, perhaps it's addressed.

            Looking forward to the GDExtension! Hopefully that'll fix the missing icons for spine assets.

            T.Fly() I can't seem to find related issues in the repo, do you happen to have a source?

              Thrindil I'm not up to date with any issues, just documentation seems poor and a bunch of Godot veterans haven't been able to get their GDExtension to work on web. One example:

              I've seen both @bitbrain and @YuriSizov posting about it on twitter.

              5 أيام لاحقا

              It is indeed not as straight forward. It's actually a massive pain going from an engine module to an extension, as the API exposed is what you get in GDScript, not what you get in C++ when writting an engine module. It's similar enough, but requires tons of specializing if you want to keep both a module and extension build. We'll keep providing both.

              The web and C# story is still pretty much up in the air. However, W4 Games seem to be working on (or at least looking into?) that. We've been exchanging emails about spine-godot as an extension for a few months now, so I keep reporting the pain points. Whether that means Godot itself, which isn't owned or managed by W4 Games, will fix this up, I don't know.

              I actually kept asking for a guide or build system template to cover all bases. But nothing like that exists at the moment.