[godot] Fix bone-following.gd to not connect to "world_transforms_changed"

This commit is contained in:
badlogic 2022-05-10 12:19:44 +02:00
parent 0ae85df770
commit dc8c380986

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@ -2,5 +2,4 @@ extends Node2D
func _ready():
var spineboy: SpineSprite = $Spineboy
spineboy.get_animation_state().set_animation("walk", true, 0)
spineboy.connect("world_transforms_changed", self, "_world_transforms_changed")
spineboy.get_animation_state().set_animation("walk", true, 0)