Godot中导入的spineDrawCall过大的问题
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First of all, there's no need to open three different threads for the same question. It only creates unnecessary noise. Next time, please create a single thread and wait for a response—if the answer from Spinebot isn't satisfactory, you can follow up there.
Regarding your issue, that's not generally true and may be caused by your code. If we can't reproduce the problem, we won't be able to help. Could you provide a minimal reproduction project for the issue? If you can't share it here, you can send it to contact@esotericsoftware.com. If you do send an email, please include a reference to this forum post.
Davide 只有一个图集页面(尺寸小于2048*2048),我正在试着逐级排除问题的源头。我又使用texturePacker工具将spine中使用的散图导出为spine格式的图集给godot,但依然没能合批。或许问题的源头不在spine导出的设置上,而在于godot中。我在godot中尝试使用相同的材质(如shaderMaterial、CanvasItemMaterial)给spine但都无法合批。我尝试询问了AI但没能找到AI所说的一些选项。
如果没有能解决godot合批spine的方法,或许godot用户就要被迫使用godot自带的骨骼动画工具了,这对spine工具的忠实用户以及spine官方都是一个损失,希望在此问题上能得到官方工程师的协助。
We cannot help you if you don't send us a minimal reproduction project of your issue, as I said above.
Many users use spine-godot without any issue with draw calls.
@gyzbean Thanks for preparing a reproduction project. As Davide said above, you can send it to contact@esotericsoftware.com.
Harald I uploaded it to GitHub, including the Godot and Spine projects
Gyzbean/TestProject_SpineBatch