Hm, that is related to spine-godot, but given just that log, it's hard to tell what is going on.
The internal_spine_objects_invalidated
is a signal that is emitted any time the underlying data of a SpineSprite
changes, that is, it's skeleton data reference. It is also emitted if a SpineSkeletonData
is changed.
Are you programmatically changing the skeleton data reference of a SpineSprite
, or the skeleton and atlas asset references of a SpineSkeletonData
resource?
Is there any way for me to reproduce this issue locally? I.e. can you create a simple scene you could share that reliably (even after 20-30 minutes) eventually crashes like that?