From 1abf11e4f9caa78788081d85ac57cb33b7c6d3dd Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Tue, 8 Feb 2022 22:20:52 +0000 Subject: [PATCH] Update SpineGameObject.js --- plugins/spine/src/gameobject/SpineGameObject.js | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/plugins/spine/src/gameobject/SpineGameObject.js b/plugins/spine/src/gameobject/SpineGameObject.js index 8d0943226..b494af096 100644 --- a/plugins/spine/src/gameobject/SpineGameObject.js +++ b/plugins/spine/src/gameobject/SpineGameObject.js @@ -66,9 +66,10 @@ var SpineGameObjectRender = require('./SpineGameObjectRender'); * ``` * * It's possible to enable Spine Game Objects for input, but you should be aware that it will use - * the bounds of the skeletons current pose to create the hit area from. Sometimes this is ok, but - * often not. Make use of the `InputPlugin.enableDebug` method to view the input shape being created. - * If it's not suitable, provide your own shape to the `setInteractive` method. + * the bounds of the skeletons current pose to create the hit area from. Ensure that your setup + * post in the Spine Editor does _not_ have everything turned off, or the runtimes will be unable + * to get an accurate bounds. You can make use of the `InputPlugin.enableDebug` method to view the + * input shape being created. If it's not suitable, provide your own shape to the `setInteractive` method. * * Due to the way Spine handles scaling, it's not recommended to enable a Spine Game Object for * physics directly. Instead, you should look at creating a proxy body and syncing the Spine Game