Spine Runtime 4.0 zh-CN translation
Misaki no need to feel sorry, diff do help a lot on tracking modification of docs. I have to thank you and @Harald for not tired about posting diffs here
BTW I am done with spine-pixi doc's translation:
pls check it
wiige Thanks for translating the spine-pixi documentation! I made a few minor corrections to the link URLs, but otherwise it seems perfect:
https://zh.esotericsoftware.com/spine-pixi
Thank you so much for all your help!
@wiige FYI: We've added a small section to the spine-unity-main-components page here. It's a remark to not call SetAnimation
every frame and what to do instead.
The diff is as follows:
https://diffy.org/diff/30c056aef9214
Here is the added text, starting before #### Queueing Animations
:
> **Important Note: don't call `SetAnimation` every frame.** It might be tempting to call `SetAnimation` with the target animation in your script's `Update` method regardless if it's already playing, thinking that the spine-unity runtime will automatically detect whether the animation changed. Not only will this start the animation anew each frame, freezing at the animation's first frame. As the Spine runtimes are designed for smooth transitions between animations, this will also add a [TrackEntry](/spine-api-reference#TrackEntry) for each call, mixing from animations previously added on the same track to this newly added one.
>
> Instead of calling `SetAnimation` every frame, keep track of the current state of your character and only call `SetAnimation` when you want to change to a different animation.
If you ever want to keep the animation at the first frame while e.g. pressing and holding a button, set [TrackEntry.trackTime](/spine-api-reference#TrackEntry-trackTime) instead. If this is not an option, you can use [AnimationState.ClearTrack](/spine-api-reference#AnimationState-clearTrack) to clear all animations on the same track before setting the new animation.
wiige Thank you for the update! Reflected in the documentation:
https://zh.esotericsoftware.com/spine-unity-main-components#%E5%8A%A8%E7%94%BB-AnimationState
I truly appreciate all the help and support you’ve given us throughout this year. I’m so grateful for your dedication to translating Chinese for such a long time. I hope we can continue to count on your help next year as well!
Happy New Year, @wiige ! There has been a small update to the spine-pixi documentation and I am sharing the diff with you: https://diffy.org/diff/6337c752b1cfa
I hope you will take a look at it when you have time.
wiige Thank you! I have updated the Chinese spine-pixi documentation with your translation:
https://zh.esotericsoftware.com/spine-pixi
rocket-like response! lol
Hi @wiige !
We have updated the pixi objects section and added an explanation about bounds providers in the spine-pixi documentation, could you please translate these?: https://diffy.org/diff/047538dbf9c1
wiige Thanks for translating it so quickly! I have reflected it in the spine-pixi documentation:
https://zh.esotericsoftware.com/spine-pixi
Hi @wiige !
Sorry for the delay in sharing this, but I would like to ask you to translate the contents of the updated Installations section of the spine-godot documentation. Here is the diff:
https://diffy.org/diff/d78e826c6f783
The diffs may look long, but they are mostly scripts, so there are not many parts to translate. I would appreciate it if you could respond at your convenience.
wiige Thank you so much! I updated it with your translation:
https://zh.esotericsoftware.com/spine-godot
@wiige FYI: We've just added a documentation section for a recently adde RenderExistingMeshGraphic
utility component (a SkeletonGraphic
variant for RenderExistingMesh
). I've already added an analogous Chinese translation here:
https://zh.esotericsoftware.com/spine-unity-utility-components#RenderExistingMeshGraphic
If I made a mistake there with the translation, please let me know.