🙁 Working on it. Also working it a GDExtension, which is so much worse than just a minor version bump. Not sure I'll live to see it completed.

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    Mario Looks like something might've gone wrong:

    Mario Does this mean we will be able to use Spine as a plugin in Godot?

    marvfash I'm not sure I do. I don't think anyone has managed to export a working build to WebGL with a GDExtension addon in general. Albeit, I'm not up to date with 4.3 changes in this regard, perhaps it's addressed.

      Looking forward to the GDExtension! Hopefully that'll fix the missing icons for spine assets.

      T.Fly() I can't seem to find related issues in the repo, do you happen to have a source?

        Thrindil I'm not up to date with any issues, just documentation seems poor and a bunch of Godot veterans haven't been able to get their GDExtension to work on web. One example:

        I've seen both @bitbrain and @YuriSizov posting about it on twitter.

        5 dana kasnije

        It is indeed not as straight forward. It's actually a massive pain going from an engine module to an extension, as the API exposed is what you get in GDScript, not what you get in C++ when writting an engine module. It's similar enough, but requires tons of specializing if you want to keep both a module and extension build. We'll keep providing both.

        The web and C# story is still pretty much up in the air. However, W4 Games seem to be working on (or at least looking into?) that. We've been exchanging emails about spine-godot as an extension for a few months now, so I keep reporting the pain points. Whether that means Godot itself, which isn't owned or managed by W4 Games, will fix this up, I don't know.

        I actually kept asking for a guide or build system template to cover all bases. But nothing like that exists at the moment.