The issue you're experiencing with the SpineBoneNode
not resetting the position of an IK-driven node during runtime might be related to how the enabled
property is being toggled. In the Godot editor, toggling the enabled
property might trigger a reset due to the editor's internal state management, but during runtime, this behavior might not be automatically handled. To address this, you can manually reset the position of the IK-driven node by setting the bone's transform to its setup pose when you disable the enabled
property. You can use the SpineSprite.get_skeleton().set_to_setup_pose()
method to reset the skeleton to its setup pose, which should also reset the IK-driven node's position.