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This "issue" is not specific to your SpineTimeline implementation, since the official Spine Timeline implementation also chose the same solution.
I was wondering why you forced the use of an AnimationReferenceAsset for referencing animations ?
My use case is that I would like to use a TimelineAsset for multiple Spine (SkeletonAnimations), and I could just bind the Timeline at runtime to the instance of the Spine.
My issue is that the AnimationReferenceAsset would be linked to a specific SkeletonDataAsset (even if I see the point of the initialization of the AnimationReferenceAsset). But I might be missing something !
I'd be happy to discuss with you about this use case :)
(you can just close the issue if you don't have time ;) )
The text was updated successfully, but these errors were encountered:
Hello ! :)
This "issue" is not specific to your SpineTimeline implementation, since the official Spine Timeline implementation also chose the same solution.
I was wondering why you forced the use of an AnimationReferenceAsset for referencing animations ?
My use case is that I would like to use a TimelineAsset for multiple Spine (SkeletonAnimations), and I could just bind the Timeline at runtime to the instance of the Spine.
My issue is that the AnimationReferenceAsset would be linked to a specific SkeletonDataAsset (even if I see the point of the initialization of the AnimationReferenceAsset). But I might be missing something !
I'd be happy to discuss with you about this use case :)
(you can just close the issue if you don't have time ;) )
The text was updated successfully, but these errors were encountered: