Too many spines ? The buffer is full (128) (SOLVED)

I’m new to the engine, I’ve been experimenting with making animations using Dragon Bones and it worked quite well up until now. However, at some point, I couldn’t build the game anymore because I think I made too many animated game objects. I was getting the two GAMESYS ERRORS

ERROR:GAMESYS: Sprite could not be created since the sprite buffer is full (128).
ERROR:GAMESYS: Spine Model could not be created since the buffer is full (128).

As told, I increased the max count for both the spine and sprite from the default value 128 to 512 in the game.project, but it didn’t help, Now I’m getting the following error:

ERROR:RIG: Rig Instance could not be created since the buffer is full (128), consider increasing rig.max_instance_count.

I didn’t succeed in finding this rig.max_instance_count anywhere and I don’t even know if it will solve my problem.

My questions now are:

  1. Where can I find this rig.max_instance_count?

  2. If my problem resides elsewhere and there is no solution for it, are there some ”good practices” related to making animations and how to implement them in a way to avoid this problem?

I will describe what I did up til now, maybe you can point out something wrong and non optimized for the engine.

  • I start by making independent game objects and animate them with spinemodels (for most of the animations I only use 2 to 4 bones and make some very basic scaling, rotation…)

  • Create collections for the blocs I planning to use to make the levels, like different terrains with animated herbs or trees with moving leaves

  • Create a level collection and build it using the blocs I created before

  • Add the level collection to the main collection

Thanks in advance

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Unfortunately, this seems like a hidden configuration key.
The key is in classic “config file” format, so if you add this to your game.project, it should work:

[rig]
max_instance_count = 160

@sicher, perhaps you could add this key to the documentation?

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Thanks a lot, it worked just fine !

Is there a downside or a limit to increasing this value ?

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That value is creating a buffer that makes the engine faster (not having to create the spineobject assets in runtime). Increasing the value means creating more of these objects at start but I believe that will only impact memoryprint as they are in a buffer, not being used.

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