Limitations
Behavioural caveats within the features SwfMesh does support. For what is supported at all, see Supported Features.
Rendering#
Transparent sorting in 3D. Transparent geometry in 3D is sorted per object, not per triangle, so several independent SwfMesh nodes stacked in the same spot can draw in the wrong order. Keep one animation per node where ordering matters, and reach for draw order when it does not.
Nested masks in Godot. A mask inside a mask falls back to the outer mask. Unity supports full nesting.
Coordinate scale. SWF content is authored at Flash's coordinate scale, which is much larger than typical engine units. Both engines apply a global scale factor on import; content that appears enormous or invisible is usually a scale setting, not a failure.
Animation#
Morph tweens are not yet Flash-accurate. They play, but interpolation does not match Flash exactly on all shapes.
Scripting#
There is no ActionScript VM. Frame scripts are extracted at import and baked to data, so arbitrary ActionScript does not run and nothing is interpreted at play time. Which actions are read is in Supported Features.
Custom event dispatch must be authored in AS3. AS2 frame scripts are read for the playback actions, but event dispatch is AS3-only.
Content#
Text, filters, and 9-slicing are not rendered. See Supported Features. Content using them will import and play, with those elements absent.
Platform#
Windows 64-bit only, plus Nintendo Switch for Unity under NDA. See Platforms.
Console builds use prebaked geometry, fixed at build time - see Offline mesh baking.
See also#
- Supported Features - what of the SWF format renders
- Plugin Features - what the plugin adds on top
- Platforms - engine and platform support