Hi, Godot 4.3 is officially out: https://godotengine.org/releases/4.3/
Support for Godot 4.3
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:
- Clone the spine-runtimes repository.
- Modify the
setup.sh
script to use the4.3-stable
tag or the specific commit hash for Godot 4.3. - 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
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.
Welp, that was easy enough. Currently building 4.3 binaries, you can download them once this workflow is complete:
EsotericSoftware/spine-runtimesactions/runs/10452919280
Yeah, had to rejigger some things. Building again!
EsotericSoftware/spine-runtimesactions/runs/10467909475
Yes, but it will take a while for that to materialize.
Looking forward to the GDExtension! Hopefully that'll fix the missing icons for spine assets.
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.