Comments (1)
Hi,
The goal of SpriterDotNet is to implement all the features from Spriter in a platform agnostic way. In other words, it tries to do all the work independently of any platform. It uses the concrete platforms almost exclusively as a renderer, at least regarding actual animations. The downside of this approach is the inability to use some of the platform's feature (like Unity's animation system).
On the other hand, some of the features should be rather straightforward to implement directly in the lib - like the state machine driven animations. This is definitely a great suggestion and I'll definitely add it in the near future.
As for other features, it really depends on the feature. Feel free to suggest specific features or implement them yourself and submit them via a pull request - contributions are always welcome. If you decide to contribute, I'd be happy to discuss and offer help either here or on the Spriter forum.
Cheers
from spriterdotnet.
Related Issues (20)
- random access to character maps HOT 1
- Adding SpriterDotNet to an Android project HOT 5
- Total bounding area HOT 2
- cannot read scml file HOT 1
- Find name of sprite that sprite transform applies to HOT 4
- Sprite Object pixel coordinate snapping in pixel mode HOT 1
- SpriterDotNet NuGet packages broken in latest release of MonoGame. HOT 1
- Animator always null in Start method(Unity) HOT 2
- More of a question than an issue about the project HOT 4
- Regarding the creation of bounding boxes, and collision boxes. HOT 4
- Stack overflow when using cyclic character map
- Changing sprites of prefab e.g. when switching armor or weapons
- Bone manipulation at runtime.
- General codestyle issues. HOT 6
- Remove Linq. HOT 3
- Simplify public interface. HOT 3
- unity 2019.2.1 constant hourglass when clicking generated prefabs HOT 2
- Enter Safe Mode at open
- Example please HOT 1
- Transitions do not play the full animation HOT 15
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