View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0030321||Runner||Spine||Public||2018-12-12 16:38||2019-01-30 11:03|
|Reporter||Stewart Bishop||Assigned To||Mike Rennie|
|Priority||High||Severity||C - General||Reproducibility||100%|
|Target Version||2.2.2||Fixed in Version||2.2.2|
|Summary||0030321: Spine: Sprites always play at a fixed FPS regardless of your game's FPS|
|Description||If you have a spine sprite and set your sprite animation speed to be based on your game speed rather than a fixed speed, when you change your game's speed the animation always still play at the same speed. E.g., in the sample provided if you change the gamespeed to 60 or 30 FPS the animation will always play at the same speed regardless.|
Subsequently if you enable frameskipping your animation speed for Spine sprites will be doubled.
|Steps To Reproduce||1) Run the sample|
2) Press 1, 2 or 3 to see the differences
|1.4 Found In|
|2.x Runtime Found In||220.127.116.110|
|2.x Runtime Verified In||18.104.22.1682|
Spine Gamespeed Problem.rar (292,904 bytes)
This is actually multiple seperate issues. In this case the primary bug reported - "Sprites always play at a fixed FPS regardless of your game's FPS" - isn't actually a bug but just the way that Spine sprites have been implemented (they've worked this way since they were initially implemented). Their playback speed is designed to match how it looks in the Spine editor regardless of the actual game speed. If this isn't desirable then that's technically a new feature.
I couldn't reproduce the other bug reported - "if you enable frameskipping your animation speed for Spine sprites will be doubled" - on any combination of machine, video card, and monitor refresh rate I tried it on, so it's possible this has already been fixed.
There was a bug whereby changing the game speed as a Spine animation was playing would cause it to jump to a different point in the animation and subsequent animation end events wouldn't fire at the correct time. This has now been fixed.