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@@ -89,6 +89,9 @@ namespace Spine.Unity.Editor {
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#if HAS_ON_POSTPROCESS_PREFAB
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internal const bool DEFAULT_FIX_PREFAB_OVERRIDE_VIA_MESH_FILTER = false;
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public bool fixPrefabOverrideViaMeshFilter = DEFAULT_FIX_PREFAB_OVERRIDE_VIA_MESH_FILTER;
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+
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+ internal const bool DEFAULT_REMOVE_PREFAB_PREVIEW_MESHES = false;
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+ public bool removePrefabPreviewMeshes = DEFAULT_REMOVE_PREFAB_PREVIEW_MESHES;
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#endif
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public bool UsesPMAWorkflow {
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@@ -324,6 +327,8 @@ namespace Spine.Unity.Editor {
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{
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EditorGUILayout.PropertyField(settings.FindProperty("fixPrefabOverrideViaMeshFilter"), new GUIContent("Fix Prefab Overr. MeshFilter", "Fixes the prefab always being marked as changed (sets the MeshFilter's hide flags to DontSaveInEditor), but at the cost of references to the MeshFilter by other components being lost. This is a global setting that can be overwritten on each SkeletonRenderer"));
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SkeletonRenderer.fixPrefabOverrideViaMeshFilterGlobal = settings.FindProperty("fixPrefabOverrideViaMeshFilter").boolValue;
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+
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+ EditorGUILayout.PropertyField(settings.FindProperty("removePrefabPreviewMeshes"), new GUIContent("Optimize Preview Meshes", "When enabled, Spine prefab preview meshes will be removed in a pre-build step to reduce build size. This increases build time as all prefabs in the project will be processed."));
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}
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#endif
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