Are you confident enough to recommend us to use your beta in production? :-) I feel like it is kind of stable. :-)
Harald, when opening scene with incompatible skeletons I get out of memory. As you can see Spine is eating 30+ GB of memory in that case. :-(
Also noticed if I reload scene that is ok and with latest 4.0 binary skeletons the memory still adds up. In other words seems like Spine Skeletons are never released.
Mass export of 60+ spine projects is ok if I select empty scene and then export the spine projects with our IntegratorTool2D.
It is not ok when I have project that contains old skeletons or even the new one. The spine runtime somehow reloading all when new even unrelated spine skeletons are imported. Does it make sense?
Also noticed... once I get rid of all incompatible skeletons ( reexporting them ) the out of memory is gone. And then even if I reload scene with tons of skeletons all is released correctly. So it is something related to infinitely loading incompatible skeletons?
Spine Timeline is also ready for use?
Harald, I have looked at skeleton renderer and Awake and Start calls Initialize.
So one fix is following.
This way the memory does not go up so fast but still I'm around 24GB of ManagedGeap.UsedSize and growing when I reload that scene.
Without any old skeleton in the project I'm under 2GB which is massive difference compared to what I had today 53GB.