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[godot] Getting "Signal 'skeleton_data_changed' is already connected to given callable ..." error when opening scenes with SpineSprite #2473
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Just to be clear, both editor and running scene work fine despite thos errors? |
Somewhat. The spine sprite sometimes freezes on load instead of playing the default animation, and these flood my console when I only have 2-3 spine sprites in a scene (the number is prints seems to scale with time). Hard reloads can usually clear the issue of freezing but that inconsistency makes it hard to know what bugs are from Spine and what is elsewhere. |
@yoont4 sorry for the late reply. Could you possibly create a simple demo project for me to reproduce this? Ideally, you could just add a new scene to the existing |
Hey @badlogic, no worries. I'll try to make one sometime tonight or tomorrow and upload a zip. |
@badlogic I've found a very minimal repro (it's not the only scenario I've run into, but it's the most repeatable, and my intuition is that it's the root cause):
I've made 2 example scenes that match these already:
This repros both the signal error as well as the animation freezing in the consumer scene. |
@badlogic Just wanted to bump and confirm if the sample project repro was what you're looking for. |
When I open/reload a scene that contains a
SpineSprite
, I get a ton of these errors printed out:Signal 'skeleton_data_changed' is already connected to given callable 'SpineSprite::on_skeleton_data_changed' in that object.
It doesn't happen every time, but it seems that once it starts, it will do it every time for that particular file.
There isn't anything particular that I've noticed causes it either. It's happened to me when the scene is the only place a
SpineSprite
is referenced, and sometimes it happens in large scenes whereSpineSprite
might be part of another imported scene.This seems to happen both in the editor as well as running the game.
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