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engine.addSpriter('uniqueId', x, y);
engine.getSpriter('uniqueId');
//now you can also use a different SCML for each Spriter within the engine
engine.addSpriter('uniqueId', x, y, scml);
Callback
v1
function myCallback(s:Spriter, entity:String, anim:String):Void
v2
function myCallback(s:Spriter):Void
{
//now you can get the current entity name and animation name within your Spriter instance.
s.currentEntityName
s.currentAnimationName
}