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  • No response when editing over 300 slots

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The spine editor became no response when editing over 300 selected slots. It bothers my team for a long time. I tried the latest version, the problem still exists.
The spine file is small (75kb), you could get the file in the attachment.

Reproduction steps:
1.Open the sample spine file.
2.Select all slots(over 300) in the skeleton.
3.Add a key frame.
4.Click the green key button of Colors on the right panel.
5.The spine editor became no response for minutes. During this, everything except this window of spine editor is running smoothly, even other windows of spine editor(opened other spine files) are OK.

Thanks for reporting! Maybe it's a bug or limitation. I haven't seen the code behind it.
But that's extreme! Why do you have 300 slots? :o

Spine log looks empty. I guess it wasn't an actual crash.

Pharan escribió

Thanks for reporting! Maybe it's a bug or limitation. I haven't seen the code behind it.
But that's extreme! Why do you have 300 slots? :o

Spine log looks empty. I guess it wasn't an actual crash.

Thanks for your reply!
The 300 slots are used in an spine animation to simulate pixel art, every slot stands for a big pixel square on the screen.
The spine editor won't crash, it just became no response for about 5 minutes and return normal.


badlogic escribió

I can reproduce this locally using your project file, thanks for that. I've opened an issue on the tracker for it here Editor freezes for a long time when keying 300+ slots · Issue #113 · EsotericSoftware/spine-editor · GitHub

Thanks! Feel free to ask if there is anything you need.

un mes más tarde

This is fixed in 3.5.08-beta. We also did a number of optimizations to be more efficient with a large number of bones and slots. However, it is somewhat abnormal to have 1400+ bones and 1400+ slots in a single skeleton, so Spine has not been optimized for that and you may see slowness in other areas. It should work well up to 1000 bones, though you may need to turn off auto keying.

Nate escribió

This is fixed in 3.5.08-beta. We also did a number of optimizations to be more efficient with a large number of bones and slots. However, it is somewhat abnormal to have 1400+ bones and 1400+ slots in a single skeleton, so Spine has not been optimized for that and you may see slowness in other areas. It should work well up to 1000 bones, though you may need to turn off auto keying.

Thank you, it's already very helpful.