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Export Integration Request (GameBuilder Studio)
Hi we are getting ready to release our Spine plugin integration with GameBuilder Studio and one of the things that would be greatly appreciated would be the ability to specify a file name or something pointing to the name of the sprite sheet data file that will be used with the exported .skel data file from Spine when using other texture packers like Texture Packer.
Currently our users will have two ways of doing this but it would be so much easier to have the export just handle it seamlessly.
Right now they have to either put the sprite sheet data file and image in the same directory as the exported spine .skel file with the same name or manually add a property to the Spine json data called {"atlasFileName" : "goblin-tp.json" }. This can become an issue to have to manually update every exported Spine data file with the attached sprite sheet name every time you export an updated animation from Spine.
So please if you guys could add this to your Spine editor that would be helpful.
Its really just the ability to add additional metadata to the exported Spine data file so that an editor like ours can just import the .skel file and all the other required image and data files all at once without having the user manually specify this information for every export.
I don't know what Nate thinks is the best way to go about this one, but I've notified him of your request so he can get back to you on it as soon as possible.
Why not just use the same name as the JSON file for the atlas file? moo.json, moo.atlas. Doesn't need to be more complicated.
Nate escribióWhy not just use the same name as the JSON file for the atlas file? moo.json, moo.atlas. Doesn't need to be more complicated.
What if the Spine project has more than one skeleton?
Nate escribióWhy not just use the same name as the JSON file for the atlas file? moo.json, moo.atlas. Doesn't need to be more complicated.
@Nate yes that is the way it works now but what if the user has multiple skeletons that use the same sprite sheet?
That is the edge case I am trying to cover. If the atlas file name is embedded in the data file just like the image file name is embedded in a sprite sheet data file then when that ".skel" file gets imported into GBs our editor can be intelligent about auto linking the correct sprite sheet data seamlessly.
gamebuilders escribióNate escribióWhy not just use the same name as the JSON file for the atlas file? moo.json, moo.atlas. Doesn't need to be more complicated.
@Nate yes that is the way it works now but what if the user has multiple skeletons that use the same sprite sheet?
That is the edge case I am trying to cover. If the atlas file name is embedded in the data file just like the image file name is embedded in a sprite sheet data file then when that ".skel" file gets imported into GBs our editor can be intelligent about auto linking the correct sprite sheet data seamlessly.
The way I dealt with this in the new Unity Drag n' drop importer was to throw a prompt if the similarly-named atlas wasn't present and let the user select the correct atlas.
@Mitch that works too but its not seamless. That's mainly what I'm going for here. Trying to reduce the amount of friction for the end user.