goldenPiGames je napisao/la:Entities are positioned at varying x and y positions, so a linear scale wouldn't work.
But a bilinear scale would. That's why the
RootMotion
component offers independent root motion scale parameters for x and y. You need to animate your character with change in x and y direction (e.g. jumping right and up), then you can scale both axes via root motion delta compensation. A difference of 0 in y direction can unfortunately not be scaled to match any target value.
Using a positionable jump-target constraint as described earlier also should work well for this situation.
There may be other objects, like a particle effect that follows the player but is handled outside of Spine, so I'd need to know and control the base position
You could just use a normal
BoneFollower
component to let your particle effect spawn positions follow a target bone.