---
name: spine-godot
description: spine-godot runtime for Godot 4 — Spine skeleton display, animation playback, bone/slot manipulation, skin mixing, 2D lighting, and runtime asset loading. Use when working with Spine skeletons, animations, SpineSprite nodes, SpineBoneNode, SpineSlotNode, or SpineAnimationTrack in this project.
---

# spine-godot Skill

The spine-godot runtime provides Godot nodes and APIs to load, display, animate, and manipulate skeletons exported from Spine. It wraps the spine-cpp runtime and exposes it to GDScript and C#.

> **Official docs:** https://en.esotericsoftware.com/spine-godot
> **Spine Runtimes Guide:** https://en.esotericsoftware.com/spine-runtimes-guide
> **Source:** https://github.com/EsotericSoftware/spine-runtimes (under `spine-godot/`)

## Architecture Overview

```
spine-godot Runtime
├── SpineSprite              — displays a skeleton from SkeletonDataResource
│   ├── SpineSkeleton        — skeleton instance (bones, slots, attachments, skins, constraints)
│   ├── SpineAnimationState  — animation playback, queuing, mixing via tracks
│   └── Signals              — animation_started, animation_completed, animation_event, etc.
├── SpineBoneNode            — follows or drives a bone's transform
├── SpineSlotNode            — inserts nodes into drawing order or overrides slot materials
└── SpineAnimationTrack      — animates a SpineSprite via Godot AnimationPlayer (C++ engine module only)
```

## Resource Types

| Resource | Purpose |
|----------|---------|
| `SpineSkeletonFileResource` | Imported `.skel` or `.spine-json` skeleton data |
| `SpineAtlasResource` | Imported `.atlas` texture atlas data (uses normal map prefix `n_` by default) |
| `SpineSkeletonDataResource` | Combines a `SpineSkeletonFileResource` + `SpineAtlasResource` + animation mix times. Shared across SpineSprite instances. |

## Asset Management

### Exporting from Spine Editor

Export these files from the Spine Editor:
1. **Skeleton data:** `skeleton-name.spine-json` or `skeleton-name.skel` (binary, smaller/faster — preferred).
2. **Texture atlas:** `skeleton-name.atlas`
3. **Atlas pages:** One or more `.png` image files.

> Prefer `.skel` binary exports. If using JSON, use `.spine-json` extension (not `.json`).
> Pre-multiplied alpha atlases are **not supported** — Godot's default bleed handles artifacts.

### Importing into Godot

1. Drag `.skel`/`.spine-json`, `.atlas`, and `.png` files into a Godot project folder.
2. The importer creates a `SpineSkeletonFileResource`, a `SpineAtlasResource`, and Godot texture resources.
3. Create a `SpineSkeletonDataResource`: Right-click folder → `New Resource...` → `SpineSkeletonDataResource`.
4. Assign the atlas resource and skeleton file resource in the inspector. Set animation mix times here.

> A `SpineSkeletonDataResource` should be **shared** by all `SpineSprite` instances displaying the same skeleton. Do not use inline resources.

### Updating Assets During Development

Overwrite the source files re-exported from Spine. Godot auto-detects changes and re-imports. If it doesn't, force re-import in the import settings panel.

### Runtime Loading from Disk (modding)

Load skeleton and atlas files from arbitrary paths at runtime:

```gdscript
# Load skeleton file
var skeleton_file_res = SpineSkeletonFileResource.new()
skeleton_file_res.load_from_file("/path/to/skeleton.skel")

# Load atlas file
var atlas_res = SpineAtlasResource.new()
atlas_res.load_from_atlas_file("/path/to/skeleton.atlas")

# Create shared skeleton data resource
var skeleton_data_res = SpineSkeletonDataResource.new()
skeleton_data_res.skeleton_file_res = skeleton_file_res
skeleton_data_res.atlas_res = atlas_res

# Create sprite from data
var sprite = SpineSprite.new()
sprite.skeleton_data_res = skeleton_data_res
sprite.position = Vector2(200, 200)
sprite.get_animation_state().set_animation("animation", true, 0)
add_child(sprite)
```

## Nodes

### SpineSprite Node

Displays skeleton data from a `SkeletonDataResource`. Provides access to the animation state and skeleton instance.

#### Creating a SpineSprite

1. Add a `SpineSprite` node via the `+` button in the scene panel.
2. Assign a `SkeletonDataResource` in the inspector.
3. Transform the node freely in the editor viewport.

#### Editor Features

- **Debug view:** Check bones, slots, attachments in the `Debug` property section. Hover over parts in the viewport to see names.
- **Animation preview:** Use the `Preview` section to set an animation and scrub through time with the slider.
- **Custom materials:** Set per-blend-mode materials in the `Materials` section (applied to all slots). Use `SpineSlotNode` to override per-slot.
- **Update Mode:** `Process` (default, every frame), `Physics` (fixed interval, 60fps), `Manual` (call `update_skeleton()` yourself in `_process`/`_physics_process`).

#### Animating a SpineSprite

```gdscript
extends SpineSprite

func _ready():
    var animation_state = get_animation_state()

    # Set an animation on track 0, looping
    animation_state.set_animation("walk", true, 0)

    # Queue an animation after a delay (mix duration implied by mix times)
    animation_state.add_animation("idle", 0.5, true, 0)

    # Set a reversed animation
    var track_entry = animation_state.set_animation("walk", true, 0)
    track_entry.set_reverse(true)

    # Mix to an empty animation (reset to setup pose)
    animation_state.set_empty_animation(0, 0.5)
    animation_state.add_empty_animation(0, 0.5, 0.5)

    # Clear tracks
    animation_state.clear_track(0)          # clear one track
    animation_state.clear_tracks()          # clear all tracks

    # Reset skeleton poses
    get_skeleton().set_to_setup_pose()     # bones + slots
    get_skeleton().set_slots_to_setup_pose()  # slots only
```

#### Animation State API

| Method | Purpose |
|--------|---------|
| `set_animation(name, loop, track)` | Play animation. Returns `SpineTrackEntry`. |
| `add_animation(name, delay, loop, track)` | Queue animation after delay. Returns `SpineTrackEntry`. |
| `set_empty_animation(track, mix_duration)` | Mix out to empty pose immediately. |
| `add_empty_animation(track, mix_duration, delay)` | Queue empty animation mix-out. |
| `clear_track(track)` | Immediately clear one track. |
| `clear_tracks()` | Immediately clear all tracks. |

> **Important:** Do not hold `SpineTrackEntry` references across frames. They are reused internally and become invalid once the animation completes.

#### SpineTrackEntry Properties

| Method | Purpose |
|--------|---------|
| `set_reverse(true)` | Play animation in reverse. |
| `set_mix_duration(seconds)` | Override mix duration. |
| `set_alpha(value)` | Mix alpha for blending (0-1). |
| `set_time_scale(scale)` | Animation speed multiplier. |
| `set_track_time(time)` | Jump to specific time in seconds. |

#### SpineSprite Signals

**Animation state signals:**
- `animation_started(track_entry)` — animation started playing.
- `animation_interrupted(track_entry)` — track cleared or new animation set.
- `animation_completed(track_entry)` — animation finished one full loop.
- `animation_ended(track_entry)` — animation will never be applied again.
- `animation_disposed(track_entry)` — track entry disposed.
- `animation_event(track_entry, event)` — user-defined Spine event triggered.

**Lifecycle signals:**
- `before_animation_state_update` — before animation state is updated with delta.
- `before_animation_state_apply` — before animation state is applied to skeleton pose.
- `before_world_transforms_change` — before bone world transforms update. Use to set bone transforms manually.
- `world_transforms_changed` — after bone world transforms update.

#### Mix-and-Match Skins

Combine multiple skins to create custom avatars:

```gdscript
var custom_skin = new_skin("custom-skin")
var data = get_skeleton().get_data()

custom_skin.add_skin(data.find_skin("skin-base"))
custom_skin.add_skin(data.find_skin("nose/short"))
custom_skin.add_skin(data.find_skin("eyes/violet"))
custom_skin.add_skin(data.find_skin("hair/brown"))
custom_skin.add_skin(data.find_skin("clothes/hoodie-orange"))

get_skeleton().set_skin(custom_skin)
get_skeleton().set_slots_to_setup_pose()
```

#### Getting and Setting Bone Transforms

```gdscript
# Get a bone's global transform in Godot canvas space
var transform = get_global_bone_transform("bone_name")

# Set a bone's transform (must be called before world transforms update)
set_global_bone_transform("bone_name", Transform2D(0, Vector2(100, 200)))
```

When manually setting bone transforms, connect to `before_world_transforms_change` signal. Alternatively, use `SpineBoneNode` for simpler bone manipulation.

### SpineBoneNode

A child node of `SpineSprite` that either **follows** or **drives** a bone.

> Must be a **direct child** of a `SpineSprite`.

**Inspector properties:**
- `Bone Name` — dropdown of all available bones.
- `Bone Mode` — `Follow` (node moves with bone) or `Drive` (node controls bone position).
- `Enabled` — toggle following/driving on/off.

**Use cases:**
- **Drive mode:** Control a bone via mouse position or other input (e.g., aiming).
- **Follow mode:** Attach other nodes (CollisionShape, Marker2D) to follow a bone.

See examples: `example/05-mouse-following` (drive), `example/06-bone-following` (follow).

### SpineSlotNode

A child node of `SpineSprite` that inserts children into the skeleton's drawing order or overrides a slot's materials.

> Must be a **direct child** of a `SpineSprite`.

**Inspector properties:**
- `Slot Name` — dropdown of all available slots.
- `Materials` — custom materials that override the slot's default materials.

**Use cases:**
- Attach particle systems, custom sprites, or other `SpineSprite` nodes on top of a slot.
- Override materials per-slot (overrides `SpineSprite`'s global materials).

See examples: `example/07-slot-node` (drawing order), `example/09-custom-material` (material override).

### SpineAnimationTrack (C++ Engine Module Only)

Animates a `SpineSprite` via Godot's `AnimationPlayer` and animation editor. Ideal for cutscenes.

> **Experimental.** Not available in the GDExtension.

> Must be a **direct child** of a `SpineSprite`.

- Creates a child `AnimationPlayer` automatically.
- Key animations on the child `AnimationPlayer`; key animation properties (loop, reverse, etc.) on the `SpineAnimationTrack`.
- Multiple `SpineAnimationTrack` nodes on one `SpineSprite` enable multi-track layering.
- Each track gets a unique **track index** — higher tracks override lower tracks' skeleton properties.

> Mix times from `SpineSkeletonDataResource` cannot be previewed in the editor.

See example: `example/08-animation-player`.

## 2D Lighting

spine-godot integrates with Godot's 2D lighting system.

### Setup

1. Provide normal map `.png` images alongside atlas page images with prefix `n_` (default): e.g., `raptor.png` → `n_raptor.png`.
2. The normal map prefix is configurable in the atlas import settings.
3. After importing, apply Godot 2D lights to `SpineSprite` nodes.

See example: `example/10-2d-lighting`.

## Spine Runtimes API Access

Almost all spine-cpp API is mapped 1:1 to GDScript. Objects from `SpineSprite` (via `get_skeleton()`, `get_animation_state()`) mirror the C++ API.

### GDScript Limitations

- Returned arrays/maps are **copies** — mutations don't affect internals.
- Cannot set per-track-entry listeners — use `SpineSprite` signals instead.
- Cannot create/add/remove bones, slots, or other Spine objects directly.
- C++ class hierarchies of attachments and timelines are not exposed.
