Are there any known limitations to using Spine Professional with Defold?

I’ve seen some forum posts, but they were old. One of the most recent said there are still some things not supported with the Spine Extension in defold. Curious if there are still any features when exporting to JSON from Spine that won’t work with defold?

Does it fully support all the following?

  • Free-Form Deformation
  • meshes
  • weights
  • clipping
  • IK constraints
  • transform constraints
  • path constraints
  • Audio
  • physics constraints

This is what ChatGPT said, but know it can often be wrong. Someone please confirm.

The Spine extension is getting updated periodically so what I usually do is make spine scene that has all of the features so it can be tested to see what actually works. Never know till you try I suppose.

1 Like

For me, 98% use case for Spine is already can be used in defold

The limitations that i currently know is:

  1. Cannot use multiple skin at once (mix and match multiple skin)
  2. Cannot use subfolder as source image on spine, because defold use atlas
  3. Setting Ik target has problem, if using spinescene as a child of other spine bone
  4. One spinescene only can have one material, cannot change material independently of spine attachment
  5. Cannot change spine image on fly
1 Like

Do you know if boundingbox works in defold? I’m trying to get it setup so that as my player transforms (slides, swings a sword, etc..) the hitbox moves along with it.

I just can’t figure out how to do this in defold.