spine.attachments

..
AtlasAttachmentLoader

An {@link AttachmentLoader} that configures attachments using texture regions from an {@link Atlas}.

See Loading skeleton data in the Spine Runtimes Guide.

Attachment

The base class for all attachments.

AttachmentLoader

The interface which can be implemented to customize creating and populating attachments.

See Loading skeleton data in the Spine Runtimes Guide.

AttachmentType
  • Spine Runtimes License Agreement Last updated January 1, 2020. Replaces all prior versions.

Copyright (c) 2013-2020, Esoteric Software LLC

AttachmentType_enum

BoundingBoxAttachment

An attachment with vertices that make up a polygon. Can be used for hit detection, creating physics bodies, spawning particle effects, and more.

See {@link SkeletonBounds} and Bounding Boxes in the Spine User Guide.

ClippingAttachment

An attachment with vertices that make up a polygon used for clipping the rendering of other attachments.

MeshAttachment

An attachment that displays a textured mesh. A mesh has hull vertices and internal vertices within the hull. Holes are not supported. Each vertex has UVs (texture coordinates) and triangles are used to map an image on to the mesh.

See Mesh attachments in the Spine User Guide.

PathAttachment

An attachment whose vertices make up a composite Bezier curve.

See {@link PathConstraint} and Paths in the Spine User Guide.

PointAttachment

An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a skin.

See Point Attachments in the Spine User Guide.

RegionAttachment

An attachment that displays a textured quadrilateral.

See Region attachments in the Spine User Guide.

VertexAttachment

Base class for an attachment with vertices that are transformed by one or more bones and can be deformed by a slot's {@link Slot#getDeform()}.