esotericsoftware/spine-runtimes

2D skeletal animation runtimes for Spine.

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Summary Information

Updated 20 seconds ago
Added to GitGenius on September 12th, 2026
Created on February 19th, 2013
Open Issues & Pull Requests: 80 (+0)
GitHub issues: Enabled
Number of forks: 3,133
Total Stargazers: 5,290 (+0)
Total Subscribers: 246 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 0.6 hours
Mean response time: 12.6 days
90th percentile: 12.2 days
Tracked items: 451

Most active contributors

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How this project is maintained

Around half of the issues opened in the past year never receive a reply. 42% of open issues come from outside the core team, a mix of external reports and the maintainers' own roadmap. Only 8% of issues opened in the past year have been closed. Three people close 89% of everything that gets resolved.

Charts & Analytics

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Issue Activity (beta)

Open issues: 38
New in 7 days: 1
Closed in 7 days: 2
Avg open age: 656 days
Stale 30+ days: 37
Stale 90+ days: 29

Recent activity

Opened in 7 days: 1
Closed in 7 days: 2
Comments in 7 days: 0
Events in 7 days: 0

Top labels

  • bug (142)
  • enhancement (51)
  • review requested (2)

Detailed Description

Spine Runtimes is a collection of 2D skeletal animation runtimes that enable game developers to use Spine skeletal animation data with various game toolkits and engines.

The project solves the problem of integrating professional 2D skeletal animations into games by providing runtime implementations across multiple platforms and game frameworks. Spine is a dedicated skeletal animation editor, and these runtimes translate the animation data it exports into executable code that game engines can use to render and control animated characters and objects. The runtimes handle the core animation playback logic, bone transformations, and attachment swapping that skeletal animation systems require.

Developers should adopt this project if they are using Spine as their animation tool and need to integrate those animations into a game or interactive application. The tool suits projects targeting multiple platforms, since the repository provides runtimes for different game engines and programming languages rather than a single monolithic solution. The licensing model requires that end users of software containing the Spine Runtimes must have their own Spine license, unless the distributor holds a Spine license at the time of integration. This is an important consideration for teams deciding whether to use Spine's animation workflow; it means either your team needs a Spine license, or your users do, or both depending on your distribution model.

The project maintains a stable default branch that works with the latest non-beta Spine editor version, with active development occurring in beta branches. A changelog documents important runtime changes, and the team uses an issue tracker and public roadmap to manage bugs, enhancements, and planned work. Contributions require a signed contributor license agreement and should follow the code style of the specific runtime being modified, with preference given to pull requests based on the current beta branch.