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Texture flushed when coming back from background

Cocos

On my game, some people experience what seems to be a texture cache being flushed. See the image below: For Android, on my applicationDidEnterBackground() I do nothing (not even pausing or stopping animation since it was causing issues with ads). I use 3.17 Same when coming back, I do nothing.

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Joint Texture Layout do not work with Marionette system

Cocos

I want to use instancing material for skeletal animation using this tutorial: [link] It seems to me that it cannot be used with Marionette system. Only traditional skeletal animation component works with it.

Texture 40
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Use shader for spine animation

Cocos

I want to use shader to draw circle on spine animation (result of animtion after render) without using texture renderer, but in shader uv0 it calculates on atlas so the result is not as expected. Can anyone help me?

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Why is it that custom clothes are often just a bit… off? Like they fit just a little big on the character, or don’t quite fold or (procedurally) animate well, or they look too simply textured compared to their own game. Where’s this uncanniness come from?

Ask a Game Dev

Video games don't have those kind of constraints - most of the time, clothing is either a texture painted onto a 3D model or it's a completely separate model with a separate set of textures that is swapped with the old parts of the body. As such, there's going to be seams and edges where things don't match up perfectly.

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Spine Animations broken after Chrome update on Androids

Cocos

until the issue is fixed (just remember that any scrolling textures that rely on “repeat” wrap mode must be power of 2 in webgl 1.0) The issue has something to do with how chromium/chrome handles/was handling Uniform Buffer Objects. Obviously, it’s resolved now… but should this happen again, you can either disable webgl 2.0

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So how much $ (in general) does it cost to produce a fully animated/rigged, fully voiced 1-3 minute cutscene in a game that’s in ongoing development (something like SWTOR, where they have a lot of prebuilt assets)? Like just a general low range and high range? I’m seeing a lot of people complaining about prioritizing content they want, and don’t know enough about the behind the scenes costs to properly communicate they’re being unrealistic with their complaints.

Ask a Game Dev

If you need a completely new custom character model, that takes time from a character artist and a texture artist. If the character needs to animate differently than everyone else (i.e. If the cutscene needs new animations we need to bring on an animator to spend time building the new animations needed for the cutscene.

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[Cocos Creator 2.4] need help in loading multi image from S3

Cocos

Hi, currently I working on a project which need to load.png.atlas and.json from AWS S3 to change spine animation on runtime. The spine animation with only 1 png will work but with multi png can’t work. This is the code for loading file from S3. var atlas = filePath + this.onlyFileName + ‘.atlas’;

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