I got a comment from a QA tester about an animation wiggling a bit when it shouldn’t, and when I investigated I found that it was in fact shifting slightly, but only when run on a iOS device; in the iOS simulator the animation looks fine. I’ve attached a sample project build in Cocos2d-x 2.2 (using the project-creator tool) to illustrate the issue. There are 4 sprite sheets included for the different combinations of rotation/trim, all made with TexturePacker version 3.1.2. To tell if a animation is wiggling when it shouldn’t look at the character’s shoes as compared to the background. When run on the simulator, the shoes never move regardless of the sprite sheet used. Conversely, when run on device all sprite sheets but “noRnoT” (no rotation, no trim) wiggle a little. It seems to correspond to the height of the visual pixels, but that doesn’t really explain why “RnoT” sprite sheet also wiggles.
I verified the issue on an iPad 1 and iPhone 5. Someone please verify that they are seeing this bug too.
NOTE: I tried to post the project (only 3.6 MB) but kept getting “413 Request Entity Too Large”, I will try again later.