Hello! I'm using the Spine 4.2 godot editor binaries (Godot 4.4.1 mono). My game is often crashing at runtime when switching scenes, with this exception:
E 0:00:08:408 GD.cs:366 @ void Godot.GD.PushError(string): Unhandled exception
System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
at Godot.GodotObject.Dispose(Boolean disposing) in /home/runner/work/spine-runtimes/spine-runtimes/spine-godot/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/GodotObject.base.cs:line 137
at Godot.GodotObject.Finalize() in /home/runner/work/spine-runtimes/spine-runtimes/spine-godot/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/GodotObject.base.cs:line 100
at System.GC.RunFinalizers()
<C# Source> /home/runner/work/spine-runtimes/spine-runtimes/spine-godot/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/ExceptionUtils.cs:132 @ void Godot.NativeInterop.ExceptionUtils.LogUnhandledException(System.Exception)
<Stack Trace> GD.cs:366 @ void Godot.GD.PushError(string)
ExceptionUtils.cs:132 @ void Godot.NativeInterop.ExceptionUtils.LogUnhandledException(System.Exception)
GodotUnhandledExceptionEvent.cs:23 @ void Godot.GD+<>c.<OnCoreApiAssemblyLoaded>b__39_0(object, System.UnhandledExceptionEventArgs)
Godot.NativeInterop.NativeFuncs.generated.cs:109 @ void Godot.NativeInterop.NativeFuncs.godotsharp_internal_refcounted_disposed(nint, nint, Godot.NativeInterop.godot_bool)
GodotObject.base.cs:137 @ void Godot.GodotObject.Dispose(bool)
GodotObject.base.cs:100 @ void Godot.GodotObject.Finalize()
:0 @ uint System.GC.RunFinalizers()
Is there something I need to do to safely clean up Spine nodes before switching scenes?
Any help is appreciated, thank you!