anyword with the comparison for SOL. Has it been solved. it's not an often or always thing. I get it occuring with different situations.
spriterobject.owner >= 1 there are 4 listed 0 to 3
-- spriterobject destroy
0, 2, 3 are destroyed, but 1 is still there and 0 is destroyed which shouldn't happen at all. I suspect this has to do witha Container problem. and of course there was the one that I sent in the CAPX where it was an increment of 1 that was removed.
That's a really odd bug jayderyu. I'll have to check in with Ashley about this, as I'm really stumped as to the cause. The SOL only gets messed up for the destroy action.
[QUOTE=ChrisAlgoo] Wait, I thought spriter would already work with cocoonJS if you used the .scon files?[/QUOTE]
Not yet. C2 editor (not the plugin yet) is already ready to use .scon files, but Spriter itself doesn't save the .scon files yet. That's coming in the next version.
[QUOTE=yaomon17] In the actual Spriter program I'm trying to center my character in the animations. When I select all the parts and move them in a keyframe, the next keyframe gets a bit messed up :\[/QUOTE]
Are you sure it isn't that certain objects aren't keyed on the next frame (expand the timeline widget vertically to see more keys). If it's not that, then let me know and I'll look into it further.
Can you please add the visible and invisible option. Since Spriter needs a few frames to initialize it would be nice to hide object briefly if needed. plus Sprites have this option, and having to go through all container sprites for a large complex object is overkill to be invisible.[/QUOTE]
I will add that because it's needed for it's own sake, but the initialization pause will be probably be fixed in one of the next two versions of the plugin. I will be adding a fix to prevent each new instance from parsing all over again, and then the initial pause at start of layout, or upon the first creation of an instance should be faster with the new json format.