Comments (4)
Apologies, I was being an idiot, it was a small change in the runtime. Closing the ticket.
from spine-runtimes.
@lewisD115 could you elaborate what you mean with "it was a small change in the runtime"? Do you mean you modified the runtime? If so, I'm always happy to hear why folks modify the runtime. Your changes may be worthwhile to be included in the official runtimes.
from spine-runtimes.
@badlogic I was just messing around making use of rotation, so that you could configure bones to rotate to follow the curser, and in doing so I added another state.apply(skeleton) when advancing the time. So something like:
state.update(time * timeScale);
state.apply(skeleton);
skeleton.updateWorldTransform();
this.rotateBones();
state.apply(skeleton);
The last line caused the issue.
from spine-runtimes.
Oh,.whoopsies :) Thanks for taking the time to reply!
from spine-runtimes.
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