Jackaru's Forum Posts

  • 2 posts
  • The solution is to export everything into a single atlas PNG (2048x2048 or 4096x4096), avoiding separate PNGs for each skin. Spine automatically resizes the output if the total size of the skin PNGs exceeds the maximum. If the FPS remains low, try adjusting the Spine render rate.

    Thanks to Mikal!

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  • We're working on a game that's using this Spine plugin for character animations, and we're facing a performance issue

    Our setup:

    - Each character consists of 3 PNG files of the skin (hat, head, body)

    - We have approximately 200 PNG files total to make skin customization possible.

    - Single atlas and json file

    - The game has 20 players in the layout

    The problem:

    Spine requires all PNG files to be linked to the object, even if they're not being used, this forces Construct to load all the files causing significant performance issues.

    On mobile devices we're seeing a framerate drop to around 20fps

    What we've tried:

    -We've already programmed a dynamic loading for the necessary files using the "Load spine files" event. However it doesn't work because Spine requires all files in the atlas to be linked.

    Has anyone encountered a similar issue? How did you managed to solve it? We're looking for a way to dynamically load ONLY the PNG files associated with the currently active character skin.

    Any suggestion would be greatly appreciated!

  • 2 posts