Is Dragonbones for Android no longer being maintained?

I’ve started using Cocos Creator more than a year ago. Now recently I’ve been trying to finish my game and release it as soon as possible. Unfortunately there are a couple of game-breaking bugs with using Dragonbones animation on Android platform.

I’ve already reported these issues on the Github page (first, second) but it seems like they’re not going to be fixed since the first issue was reported 3 month ago and there’s been multiple releases since then without any fix. So now I’m kind of stuck in a limbo as I don’t know what to do with my game anymore.

If anyone from the dev team sees this please just let me know if there are any plans for fixing these issues.

If these issues are not a priority for Cocos, I guess my only option would be to port the game to other engines like Unity or Godot but that would be really painful and time-consuming. Anyway I just feel like I wasted a lot of time learning and using something that I shouldn’t have :disappointed:

Hi, I’m sorry this issue is causing you problems.
I’ve read the issue you submitted to the engine and I have some suggestions for you.

  1. at the moment, I noticed that dragonBones has not been maintained for a long time, so if it is possible, you can change it to spine
  2. The spine and dragonBones modules of the engine use the js runtime library for the web platform (including mini-games), while the native platform (Android
    iOS) use the c++ runtime library. The native object of the keel object that you use in the typeScript script is not exported in the js runtime library, so you will get an error
  3. There is a solution that you can look at:
    engine
    engine-native
    You can refer to the above to use TS mode for Spine, you can modify Spine to keel. (Note: using TS mode may solve the error reporting problem, but it is not as likely as c++ mode and needs to be considered)
1 Like

Thank you for the response. Unfortunately, I can’t use Spine since it’s not free, and I’m unable to purchase it because of where I live. So I think I’m stuck with using Dragonbones for the time being.

Regarding the use of TS mode for Spine, do you mean that I can create a similar patch for using Dragonbones in TS mode?

Anyway, last night I tested the new version (v3.7.0) and it seems like that at least one of my previous issues has been fixed. Right now I only have one remaining issue with dragonbones which I reported yesterday (link). It seems like a similar issue to what you described (a dragonbones object not exported in the js runtime library).

I’d like to be able to fix these issues myself, so if you could tell me if there’s any relevant documentation or code samples to look at, I’d really appreciate it.

Hi, I offer the opinion that because spine has continued maintenance, it is the better choice. But it is true that spine is not free, and it is possible to continue with dragonbones.
Also in the engine there is a C++ mode and a TS mode. Normally, TS mode is used on the web and other environments, while C++ mode is used natively. You can force TS mode on the native platform by referring to the link above and changing the spine settings to dragonbone.

1 Like

Thanks! Do you think using TS mode on native platform would affect the performance negatively?

If using TS mode on a native platform, the performance of TS is inferior to that of C++

1 Like

Thank you very much for your guidance. I actually ended up fixing the issue myself (it was a lot easier than I thought it would be). I’ll created a new pull request for this so hopefully it’ll be included in the next release.

Thank you for the PR