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:
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Where can I find this rig.max_instance_count?
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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.
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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…)
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Create collections for the blocs I planning to use to make the levels, like different terrains with animated herbs or trees with moving leaves
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Create a level collection and build it using the blocs I created before
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Add the level collection to the main collection
Thanks in advance