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@@ -247,17 +247,17 @@ namespace Spine.Unity {
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
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#region Runtime Instantiation
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- public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
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- return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset);
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+ public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset, bool quiet = false) where T : SkeletonRenderer {
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+ return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset, quiet);
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}
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/// <summary>Add and prepare a Spine component that derives from SkeletonRenderer to a GameObject at runtime.</summary>
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/// <typeparam name="T">T should be SkeletonRenderer or any of its derived classes.</typeparam>
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- public static T AddSpineComponent<T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
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+ public static T AddSpineComponent<T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, bool quiet = false) where T : SkeletonRenderer {
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var c = gameObject.AddComponent<T>();
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if (skeletonDataAsset != null) {
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c.skeletonDataAsset = skeletonDataAsset;
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- c.Initialize(false);
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+ c.Initialize(false, quiet);
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}
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return c;
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}
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@@ -315,7 +315,7 @@ namespace Spine.Unity {
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/// <summary>
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/// Initialize this component. Attempts to load the SkeletonData and creates the internal Skeleton object and buffers.</summary>
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/// <param name="overwrite">If set to <c>true</c>, it will overwrite internal objects if they were already generated. Otherwise, the initialized component will ignore subsequent calls to initialize.</param>
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- public virtual void Initialize (bool overwrite) {
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+ public virtual void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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@@ -361,7 +361,7 @@ namespace Spine.Unity {
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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string errorMessage = null;
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- if (MaterialChecks.IsMaterialSetupProblematic(this, ref errorMessage))
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+ if (quiet || MaterialChecks.IsMaterialSetupProblematic(this, ref errorMessage))
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Debug.LogWarningFormat(this, "Problematic material setup at {0}: {1}", this.name, errorMessage);
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}
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#endif
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