changelog/v3/3.60/Spine3.md
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drawDebug on a Spine Game Object to view its skeleton would cause the next object in the display list to be skipped for rendering, if it wasn't a Spine Game Object too. This is because the Spine 3 skeleton debug draw ends the spine batch but the Scene Renderer wasn't rebound. Fix #6380 (thanks @spayton)add and make functions didn't clear and rebind the WebGL pipeline. This could cause two different visual issues: The first is that a Phaser Game Object (such as a Sprite) could be seen to change its texture to display the Spine atlas texture instead for a single frame, and then on the next pass revert back to normal again. The second issue is that if the Spine skeleton wasn't added to the display list, but just created (via addToScene: false) then the Sprite would take on the texture frame entirely from that point on. Fix #6362 (thanks @frissonlabs)SpineFile loader has now been updated so that the always-unique Spine key is pre-pended to the filename, for example if the key was bonus and the PNG in the atlas was coin.png then the final key (as stored in the Texture Manager) is now bonus:coin.png. The SpinePlugin.getAtlasCanvas and getAtlasWebGL methods have been updated to reflect this change. Fix #6022 (thanks @orjandh)SpineContainer had a mask applied to it and the next immediate item on the display list was another Spine object (outside of the Container) then it would fail to rebind the WebGL pipeline, causing the mask to break. It will now rebind the renderer at the end of the SpineContainer batch, no matter what, if it has a mask. Fix #5627 (thanks @FloodGames)Return to the Change Log index.
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