SpriterDotNet.Repacked 1.6.1.1

dotnet add package SpriterDotNet.Repacked --version 1.6.1.1
                    
NuGet\Install-Package SpriterDotNet.Repacked -Version 1.6.1.1
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="SpriterDotNet.Repacked" Version="1.6.1.1" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="SpriterDotNet.Repacked" Version="1.6.1.1" />
                    
Directory.Packages.props
<PackageReference Include="SpriterDotNet.Repacked" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add SpriterDotNet.Repacked --version 1.6.1.1
                    
#r "nuget: SpriterDotNet.Repacked, 1.6.1.1"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package SpriterDotNet.Repacked@1.6.1.1
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=SpriterDotNet.Repacked&version=1.6.1.1
                    
Install as a Cake Addin
#tool nuget:?package=SpriterDotNet.Repacked&version=1.6.1.1
                    
Install as a Cake Tool

SpriterDotNet

A simple, fast and efficient Spriter implementation in pure C#

Project Status

I'm working on version 2.0 inspired with the development philosophy inspired by the fantastic Handmade Hero. I'll try to implement all the current open issues in version 2.0.

About

The goal of SpriterDotNet is to be as fast as possible while keeping the code clean and readable. Being a pure C# implementation, SpriterDotNet doesn't depend on any external libraries / frameworks. It focuses on simple and efficient calculations of all transforms at a given point in time. This allows using it with any framework just by mapping calculated transforms to concrete objects.

Completed Plugins

Supported Features

  • Basic animations
  • Bone animations
  • All curve types (Instant, Linear, Quadratic, Cubic, Quartic, Quintic, Bezier)
  • Points
  • Collision Rectangles
  • SubEntities
  • Events
  • Sounds
  • Variables
  • Tags
  • Character maps
  • Animation Blending

Using SpriterDotNet

Refer to the specific documentation for each plugin.

Using SpriterDotNet with any engine

There are a lot of different ways of using this plugin but this is probably the most efficient for the majority of scenarios:

  1. Extend Animator<TSprite, TSound> with generic parameters being the concrete types for the framework you're using and override ApplyTransform and PlaySound methods
  2. Obtain a string with the SCML data
  3. Get a Spriter instance by calling SpriterReader.Default.Read on the string from the previous step
  4. Instantiate a DefaultProviderFactory<Texture2D, SoundEffect>
  5. Load the required TSprites and TSounds based on the FolderId/FileId from the Spriter instance and register them with the DefaultProviderFactory
  6. Instantiate your Animator with the desired SpriterEntity and the DefaultProviderFactory instance
  7. Call Animator.Step every frame
  8. Control the animation with Animator properties

For already implemented plugins refer to their own documentation pages.

Details and Customisation

SpriterDotNet's default configuration should be good enough for most users but it is designed in a way that allows customising almost everything.

FrameData

FrameData contains all the information about the state of the animation (or blend of multiple animations) at a certain point in time.

Config

The config is used to configure common properties of default implementations.

Providers

The Animator uses providers to get Sprites, Sounds and data for every frame.

Provider Factory

The ProviderFactory is responsible for constructing/pooling/reusing provider instances. An instance of IProviderFactory can be passed as an optional argument when constructing the Animator. The default implementation is designed to:

  • Share asset providers between all animators operating on Entities from the same Spriter file
  • Share the SnapshotFrameDataProvider between all animators operating on the same Entity (can be enabled via constructor flag)
Asset Provider

AssetProviders are responsible for providing Sprites and Sounds and for taking care of all the relevant manipulations (like applying character maps). They are exposed as properties in the Animator and can be swapped with customised implementations.

Frame Data Provider

The Frame Data Provider is responsible for providing FrameData for the given point in time. SpriterDotNet comes with these implementations:

  • [The default implementation] (SpriterDotNet/Providers/DefaultFrameDataProvider.cs) simply calculates everything for each time it gets called
  • [The snapshot implementation] (SpriterDotNet/Providers/SnapshotFrameDataProvider.cs) takes snapshots at certain intervals and returns the closest snapshot when called. This means that this implementation requires more memory but there is virtually no processing required. Uses the default implementation under the hood. Also, caching results from blending animations would require too much memory so it just falls back to the default implementation for blends

Animator

This class contains the majority of Properties and Methods necessary to control the animation.

Properties
  • Speed - Playback speed. Negative speeds reverse the animation
  • Time - The current time in animation (in milliseconds)
  • Progress - The progress of animation ([0...1])
  • FrameData - The latest FrameData
  • SpriteProvider - IAssetProvider for sprites
  • SoundProvider - IAssetProvider for sounds
Methods
  • Play - Plays the given animation
  • Transition - Transitions to given animation doing a progressive blend in the given time
  • Blend - Blends two animations with the given weight factor

Animation blending is possible only between animations with identical hierarchies. Blending incompatible animations will cause strange behaviour. SpriterDotNet only performs a simple check to determine compatibility in order to avoid crashing but that might not be enough in some cases.

Parsing and Initialisation

All the parsing and processing is done through a SpriterReader instance. This class has a collection of ISpriterParsers and ISpriterPreprocessors. The Read method calls all the registered parsers in sequence until the first parsing success. Then it iterates over all preprocessors invoking them on the spriter instance. SpriterDotNet comes with these default implementations:

Other Features

  • Points - Controlled in Animator.ApplyPointTransform
  • Collision Rectangles - Controlled in Animator.ApplyBoxTransform
  • Events - Exposed as a C# event - Animator.EventTriggered
  • Variables - Exposed in Animator.FrameData.AnimationVars and Animator.FrameData.ObjectVars
  • Tags - Exposed in Animator.FrameData.AnimationTags and Animator.FrameData.ObjectTags
  • Character Maps - Manipulated through Animator.SpriteProvider and Animator.SoundProvider
  • Animation Blending - Animator.Transition or Animator.Blend

Feedback

For questions, feedback, complaints, etc, use the related topic on Spriter Forum

Also, feel free to drop a note if you use SpriterDotNet in your game/project and I'll be happy to add a showcase section with links to your game/project.

Product Compatible and additional computed target framework versions.
.NET net8.0 is compatible.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • net8.0

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
1.6.1.1 101 7/28/2025