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spine-godot

The spine-godot runtime provides functionality to load, manipulate and render Spine skeletal animation data using Godot. spine-godot is based on spine-cpp.

See the spine-godot documentation for in-depth information.

Licensing

You are welcome to evaluate the Spine Runtimes and the examples we provide in this repository free of charge.

You can integrate the Spine Runtimes into your software free of charge, but users of your software must have their own Spine license. Please make your users aware of this requirement! This option is often chosen by those making development tools, such as an SDK, game toolkit, or software library.

In order to distribute your software containing the Spine Runtimes to others that don't have a Spine license, you need a Spine license at the time of integration. Then you can distribute your software containing the Spine Runtimes however you like, provided others don't modify it or use it to create new software. If others want to do that, they'll need their own Spine license.

For the official legal terms governing the Spine Runtimes, please read the Spine Runtimes License Agreement and Section 2 of the Spine Editor License Agreement.

Spine version

spine-godot works with data exported from Spine 4.1.xx.

spine-godot supports all Spine features, except two-color tinting and the screen blend mode.

Setup

spine-godot works with the latest stable Godot 3.4 release. It requires compilation of Godot, as spine-godot is implemented as a module.

NOTE: spine-godot also compiles and works against Godot 4.x. However, we currently can not guarantee stability, as Godot 4.x is still heavily in flux.

Pre-built Godot editor and export template binaries

We provide prebuilt Godot editor and export template binaries for Godot 3.4.4-stable:

Building the Godot editor and export templates locally

If you want to build the Godot editor and export templates yourself, either because you want to add custom engine modules or for engine development, you can use the shell scripts in the spine-godot/build folder.

NOTE: Make sure you have all build dependencies installed before attempting this, as per the official instructions by Godot.

To build a Godot editor binary, run the following in a Bash shell (use Git Bash on Windows):

cd spine-godot
./build/setup.sh 3.4.4-stable false
./build/build.sh release_debug

The first argument to setup.sh is the Godot repository branch or commit hash you want to build the Godot editor from. The second argument specifies whether you want to compile the editor for development, which will include support for Live++ on Windows, and disable many modules so compilation is faster.

The first argument to build.sh specifies the optimization level of the resulting binary. Supported values are debug, which allows full debugging but may be slow due to missing optimizations, and release_debug, which is generally used for release builds of the Godot editor.

The resulting Godot editor binary can then be found in spine-godot/godot/bin.

To build the export template for a specific platform, run the following in a Bash shell (use Git Bash on Windows):

cd spine-godot
./build/setup.sh 3.4.4-stable false
./build/build-templates.sh windows

The first argument to setup.sh is the Godot repository branch or commit hash you want to build the Godot editor from. The second argument must be false.

The first argument to built-templates.sh is the platform to compile the template for. Valid values are windows, linux, macos, web, android, and ios. Note that macOS and iOS export templates can only be build on a machine running macOS. See the official instructions by Godot.

The resulting Godot export template binary can then be found in spine-godot/godot/bin.

Building the Godot editor and export templates via GitHub Actions

This repository contains a GitHub workflow in .github/workflows/spine-godot.yml that allows building all Godot editor and export template binaries through GitHub actions. This may be simpler than compiling these artifacts locally. To use the GitHub workflow:

  1. Clone this repository
  2. Enable GitHub workflows on the cloned repository
  3. Manually trigger the spine-godot workflow.

The resulting binaries will be attached as artifacts to a sucessful workflow run.

Example

Sample projects for both Godot 3.4.x and Godot 4.x are provided in the example/ and example-v4/ folders respectively. They illustrate all spine-godot functionality and can be opened and exported with the pre-built or custom build Godot editor and export template binaries.