• Runtimes
  • Spine Runtime 4.0 zh-CN translation

19 días más tarde

@wiige FYI: We've added a small section to the spine-unity-main-components page here. It's a remark to not call SetAnimation every frame and what to do instead.

The diff is as follows:
https://diffy.org/diff/30c056aef9214
Here is the added text, starting before #### Queueing Animations:

> **Important Note: don't call `SetAnimation` every frame.** It might be tempting to call `SetAnimation` with the target animation in your script's `Update` method regardless if it's already playing, thinking that the spine-unity runtime will automatically detect whether the animation changed. Not only will this start the animation anew each frame, freezing at the animation's first frame. As the Spine runtimes are designed for smooth transitions between animations, this will also add a [TrackEntry](/spine-api-reference#TrackEntry) for each call, mixing from animations previously added on the same track to this newly added one.
>
> Instead of calling `SetAnimation` every frame, keep track of the current state of your character and only call `SetAnimation` when you want to change to a different animation.
If you ever want to keep the animation at the first frame while e.g. pressing and holding a button, set [TrackEntry.trackTime](/spine-api-reference#TrackEntry-trackTime) instead. If this is not an option, you can use [AnimationState.ClearTrack](/spine-api-reference#AnimationState-clearTrack) to clear all animations on the same track before setting the new animation.
    8 días más tarde

    Harald I just saw the change, and here is the minor update for this note:

    spine-unity-main-components.zip
    24kB

    guess this is the last update of doc in 2024, let me say happy new year in advance!
    😊

      wiige Thank you for the update! Reflected in the documentation:
      https://zh.esotericsoftware.com/spine-unity-main-components#%E5%8A%A8%E7%94%BB-AnimationState
      I truly appreciate all the help and support you’ve given us throughout this year. I’m so grateful for your dedication to translating Chinese for such a long time. I hope we can continue to count on your help next year as well! 🌟

      7 días más tarde

      Happy New Year, @wiige ! There has been a small update to the spine-pixi documentation and I am sharing the diff with you: https://diffy.org/diff/6337c752b1cfa
      I hope you will take a look at it when you have time. 🙂

        6 días más tarde

        Misaki I see! pixi doc update is here:

        zh-cn-spine-pixi.zip
        10kB

          rocket-like response! lol

          22 días más tarde

          Hi @wiige !
          We have updated the pixi objects section and added an explanation about bounds providers in the spine-pixi documentation, could you please translate these?: https://diffy.org/diff/047538dbf9c1

            Misaki sure sure, job done:

            zh-cn-spine-pixi-boundproviders.zip
            10kB

            😛

              wiige Sorry for the late reply, I was on a paternal leave and have just returned. 🙂

              Have a Happy New Year 2025! 🎆
              Let me thank you as well for all your great work in the past year!! 🌟 😃 It has really been an enormous help! 🌻

              13 días más tarde

              Hi @wiige !
              Sorry for the delay in sharing this, but I would like to ask you to translate the contents of the updated Installations section of the spine-godot documentation. Here is the diff:
              https://diffy.org/diff/d78e826c6f783

              The diffs may look long, but they are mostly scripts, so there are not many parts to translate. I would appreciate it if you could respond at your convenience.

                6 días más tarde

                Misaki I finished it when I saw it just now:

                zh-cn-spine-godot-double-flavors.zip
                13kB

                notify me anytime when you need :>

                  17 días más tarde

                  @wiige FYI: We've just added a documentation section for a recently adde RenderExistingMeshGraphic utility component (a SkeletonGraphic variant for RenderExistingMesh). I've already added an analogous Chinese translation here:
                  https://zh.esotericsoftware.com/spine-unity-utility-components#RenderExistingMeshGraphic
                  If I made a mistake there with the translation, please let me know. 🙂

                    Harald what you write is exactly correct. I have synced it to my own gitlab repo, thanks for info me about this~

                    @wiige Glad to hear, thanks for checking!

                    9 días más tarde

                    @Misaki After comparing the Chinese and English spine-godot documentation, the relevant sections on the installation, update, and loading files feature of GDExtension have been completed. The updated documentation is as follows:

                    spine-godot.zip
                    14kB

                      wiige I apologize for not noticing the difference with the English documentation! In fact, I completely overlooked the differences, and the Japanese documentation did not reflect those differences, so I noticed them thanks to your update. Thank you very much! Updated Chinese spine-godot documentation: https://zh.esotericsoftware.com/spine-godot