Exactly. No support for Spine Animation Track in the GDExtension version of spine-godot
Are animation mixes working in general? Just not as comfy as in the build version?
Yes, they work either in the inspector by filling in the general purpose array UI (which is super uncomfortable), or via a script attached to your node that sets them on node initialization via the standard Spine API.
Also, is a Sprite3D Version supported yet?
Nope, that will come once I have finished the next point.
Is there a version to download somewhere? Maybe i just didn't find it. Or do we wait for the automated builds?
I'm currently working on setting up the automated builds. You can compile it yourself from source by:
git clone https://github.com/esotericsoftware/spine-runtimes
cd spine-runtimes/spine-godot
./build/setup-extension.sh 4.3-stable true
scons target=editor
This will clone the Spine Runtimes, setup everything so the extension can be build, and finally invokes SCons to build the extension for the platform you are on. The resulting binary will beplaced in examples-v4-extension/bin
, along with the spine_godot_extension.gdextension
file, which tells Godot where to find the shared libraries for the extension for each platform.
I've only tested on macOS so far, and only editor builds. YMMV. That's why we'll provide automated builds π
One more caveat: it's currently not possible to generate nice, idiomatic C# bindings for GDExtensions. Instead, you'll have to go through the ClassDB and Object APIs provided by Godot. It's basically string-based, untyped, reflection.