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Merge branch '3.8' of https://github.com/esotericsoftware/spine-runtimes into 3.8

badlogic 4 年之前
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33780f6445

+ 4 - 0
CHANGELOG.md

@@ -163,6 +163,7 @@
       b) to an arbitrary directory outside the Assets directory and then open Package Manager in Unity, select the `+` icon, choose `Add package from disk..` and point it to the package.json file.
       b) to an arbitrary directory outside the Assets directory and then open Package Manager in Unity, select the `+` icon, choose `Add package from disk..` and point it to the package.json file.
       The Project panel should now show an entry `Spine Timeline Extensions` under `Packages`. If the directory is not yet listed, you will need to close and re-open Unity to have it display the directory and its contents.
       The Project panel should now show an entry `Spine Timeline Extensions` under `Packages`. If the directory is not yet listed, you will need to close and re-open Unity to have it display the directory and its contents.
   * `SkeletonMecanim`'s `Layer Mix Mode` enum name `MixMode.SpineStyle` has been renamed to `MixMode.Hard`. This is most likely not set via code and thus unlikely to be a problem. Serialized scenes and prefabs are unaffected.
   * `SkeletonMecanim`'s `Layer Mix Mode` enum name `MixMode.SpineStyle` has been renamed to `MixMode.Hard`. This is most likely not set via code and thus unlikely to be a problem. Serialized scenes and prefabs are unaffected.
+  * `SkeletonRootMotion` and `SkeletonMecanimRootMotion` components now support arbitrary bones in the hierarchy as `Root Motion Bone`. Previously there were problems when selecting a non-root bone as `Root Motion Bone`. `Skeleton.ScaleX` and `.ScaleY` and parent bone scale is now respected as well.
 
 
 * **Additions**
 * **Additions**
   * **Spine Preferences stored in Assets/Editor/SpineSettings.asset** Now Spine uses the new `SettingsProvider` API, storing settings in a SpineSettings.asset file which can be shared with team members. Your old preferences are automatically migrated to the new system.
   * **Spine Preferences stored in Assets/Editor/SpineSettings.asset** Now Spine uses the new `SettingsProvider` API, storing settings in a SpineSettings.asset file which can be shared with team members. Your old preferences are automatically migrated to the new system.
@@ -255,6 +256,9 @@
   * `BoneFollower` and `BoneFollowerGraphic` components now provide better support for following bones when the skeleton's Transform is not the parent of the follower's Transform. Previously e.g. rotating a common parent Transform did not lead to the desired result, as well as negatively scaling a skeleton's Transform when it is not a parent of the follower's Transform.
   * `BoneFollower` and `BoneFollowerGraphic` components now provide better support for following bones when the skeleton's Transform is not the parent of the follower's Transform. Previously e.g. rotating a common parent Transform did not lead to the desired result, as well as negatively scaling a skeleton's Transform when it is not a parent of the follower's Transform.
   * URP and LWRP `Sprite` and `SkeletonLit` shaders no longer require `Advanced - Add Normals` enabled to properly cast and receive shadows. It is recommended to disable `Add Normals` if normals are otherwise not needed.
   * URP and LWRP `Sprite` and `SkeletonLit` shaders no longer require `Advanced - Add Normals` enabled to properly cast and receive shadows. It is recommended to disable `Add Normals` if normals are otherwise not needed.
   * Added an example component `RootMotionDeltaCompensation` located in `Spine Examples/Scripts/Sample Components` which can be used for applying simple delta compensation. You can enable and disable the component to toggle delta compensation of the currently playing animation on and off.
   * Added an example component `RootMotionDeltaCompensation` located in `Spine Examples/Scripts/Sample Components` which can be used for applying simple delta compensation. You can enable and disable the component to toggle delta compensation of the currently playing animation on and off.
+  * Root motion delta compensation now allows to only adjust X or Y components instead of both. Adds two parameters to `SkeletonRootMotionBase.AdjustRootMotionToDistance()` which default to adjusting both X and Y as before. The `RootMotionDeltaCompensation` example component exposes these parameters as public attributes.
+  * Root motion delta compensation now allows to also add translation root motion to e.g. adjust a horizontal jump upwards or downwards over time. This is necessary because a Y root motion of zero cannot be scaled to become non-zero.
+  * `Attachment.GetRemappedClone(Sprite)` method now provides an additional optional parameter `useOriginalRegionScale`. When set to `true`, the replaced attachment's scale is used instead of the Sprite's `Pixel per Unity` setting, allowing for more consistent scaling. *Note:* When remapping Sprites, be sure to set the Sprite's `Mesh Type` to `Full Rect` and not `Tight`, otherwise the scale will be wrong.
 
 
 * **Changes of default values**
 * **Changes of default values**
   * `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
   * `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.

+ 1 - 1
spine-cpp/spine-cpp/include/spine/SkeletonBinary.h

@@ -68,7 +68,7 @@ namespace spine {
 
 
 		explicit SkeletonBinary(Atlas* atlasArray);
 		explicit SkeletonBinary(Atlas* atlasArray);
 
 
-		explicit SkeletonBinary(AttachmentLoader* attachmentLoader);
+		explicit SkeletonBinary(AttachmentLoader* attachmentLoader, bool ownsLoader = false);
 
 
 		~SkeletonBinary();
 		~SkeletonBinary();
 
 

+ 1 - 1
spine-cpp/spine-cpp/include/spine/SkeletonJson.h

@@ -57,7 +57,7 @@ class SP_API SkeletonJson : public SpineObject {
 public:
 public:
 	explicit SkeletonJson(Atlas *atlas);
 	explicit SkeletonJson(Atlas *atlas);
 
 
-	explicit SkeletonJson(AttachmentLoader *attachmentLoader);
+	explicit SkeletonJson(AttachmentLoader *attachmentLoader, bool ownsLoader = false);
 
 
 	~SkeletonJson();
 	~SkeletonJson();
 
 

+ 2 - 2
spine-cpp/spine-cpp/src/spine/SkeletonBinary.cpp

@@ -98,8 +98,8 @@ SkeletonBinary::SkeletonBinary(Atlas *atlasArray) : _attachmentLoader(
 
 
 }
 }
 
 
-SkeletonBinary::SkeletonBinary(AttachmentLoader *attachmentLoader) : _attachmentLoader(attachmentLoader), _error(),
-	_scale(1), _ownsLoader(false)
+SkeletonBinary::SkeletonBinary(AttachmentLoader* attachmentLoader, bool ownsLoader) : _attachmentLoader(attachmentLoader), _error(),
+_scale(1), _ownsLoader(ownsLoader)
 {
 {
 	assert(_attachmentLoader != NULL);
 	assert(_attachmentLoader != NULL);
 }
 }

+ 2 - 2
spine-cpp/spine-cpp/src/spine/SkeletonJson.cpp

@@ -84,8 +84,8 @@ SkeletonJson::SkeletonJson(Atlas *atlas) : _attachmentLoader(new(__FILE__, __LIN
 	_scale(1), _ownsLoader(true)
 	_scale(1), _ownsLoader(true)
 {}
 {}
 
 
-SkeletonJson::SkeletonJson(AttachmentLoader *attachmentLoader) : _attachmentLoader(attachmentLoader), _scale(1),
-	_ownsLoader(false)
+SkeletonJson::SkeletonJson(AttachmentLoader *attachmentLoader, bool ownsLoader) : _attachmentLoader(attachmentLoader), _scale(1),
+	_ownsLoader(ownsLoader)
 {
 {
 	assert(_attachmentLoader != NULL);
 	assert(_attachmentLoader != NULL);
 }
 }

+ 23 - 4
spine-unity/Assets/Spine Examples/Scripts/Sample Components/RootMotionDeltaCompensation.cs

@@ -5,12 +5,22 @@ namespace Spine.Unity.Examples {
 
 
 	public class RootMotionDeltaCompensation : MonoBehaviour {
 	public class RootMotionDeltaCompensation : MonoBehaviour {
 
 
-		protected SkeletonRootMotionBase rootMotion;
+		[SerializeField] protected SkeletonRootMotionBase rootMotion;
 		public Transform targetPosition;
 		public Transform targetPosition;
 		public int trackIndex = 0;
 		public int trackIndex = 0;
+		public bool adjustX = true;
+		public bool adjustY = true;
+		public float minScaleX = -999;
+		public float minScaleY = -999;
+		public float maxScaleX = 999;
+		public float maxScaleY = 999;
+
+		public bool allowXTranslation = false;
+		public bool allowYTranslation = true;
 
 
 		void Start () {
 		void Start () {
-			rootMotion = this.GetComponent<SkeletonRootMotionBase>();
+			if (rootMotion == null)
+				rootMotion = this.GetComponent<SkeletonRootMotionBase>();
 		}
 		}
 
 
 		void Update () {
 		void Update () {
@@ -18,12 +28,21 @@ namespace Spine.Unity.Examples {
 		}
 		}
 
 
 		void OnDisable () {
 		void OnDisable () {
-			rootMotion.rootMotionScaleX = rootMotion.rootMotionScaleY = 1;
+			if (adjustX)
+				rootMotion.rootMotionScaleX = 1;
+			if (adjustY)
+				rootMotion.rootMotionScaleY = 1;
+			if (allowXTranslation)
+				rootMotion.rootMotionTranslateXPerY = 0;
+			if (allowYTranslation)
+				rootMotion.rootMotionTranslateYPerX = 0;
 		}
 		}
 
 
 		void AdjustDelta() {
 		void AdjustDelta() {
 			Vector3 toTarget = targetPosition.position - this.transform.position;
 			Vector3 toTarget = targetPosition.position - this.transform.position;
-			rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex);
+			rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex, adjustX, adjustY,
+				minScaleX, maxScaleX, minScaleY, maxScaleY,
+				allowXTranslation, allowYTranslation);
 		}
 		}
 	}
 	}
 }
 }

+ 4 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Asset Types/SpineAtlasAssetInspector.cs

@@ -136,7 +136,10 @@ namespace Spine.Unity.Editor {
 			if (SpineInspectorUtility.LargeCenteredButton(SpineInspectorUtility.TempContent("Set Mipmap Bias to " + SpinePreferences.DEFAULT_MIPMAPBIAS, tooltip: "This may help textures with mipmaps be less blurry when used for 2D sprites."))) {
 			if (SpineInspectorUtility.LargeCenteredButton(SpineInspectorUtility.TempContent("Set Mipmap Bias to " + SpinePreferences.DEFAULT_MIPMAPBIAS, tooltip: "This may help textures with mipmaps be less blurry when used for 2D sprites."))) {
 				foreach (var m in atlasAsset.materials) {
 				foreach (var m in atlasAsset.materials) {
 					var texture = m.mainTexture;
 					var texture = m.mainTexture;
-					texture.mipMapBias = SpinePreferences.DEFAULT_MIPMAPBIAS;
+					string texturePath = AssetDatabase.GetAssetPath(texture.GetInstanceID());
+					var importer = (TextureImporter)TextureImporter.GetAtPath(texturePath);
+					importer.mipMapBias = SpinePreferences.DEFAULT_MIPMAPBIAS;
+					EditorUtility.SetDirty(texture);
 				}
 				}
 				Debug.Log("Texture mipmap bias set to " + SpinePreferences.DEFAULT_MIPMAPBIAS);
 				Debug.Log("Texture mipmap bias set to " + SpinePreferences.DEFAULT_MIPMAPBIAS);
 			}
 			}

+ 11 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonRootMotionBaseInspector.cs

@@ -39,6 +39,8 @@ namespace Spine.Unity.Editor {
 		protected SerializedProperty transformPositionY;
 		protected SerializedProperty transformPositionY;
 		protected SerializedProperty rootMotionScaleX;
 		protected SerializedProperty rootMotionScaleX;
 		protected SerializedProperty rootMotionScaleY;
 		protected SerializedProperty rootMotionScaleY;
+		protected SerializedProperty rootMotionTranslateXPerY;
+		protected SerializedProperty rootMotionTranslateYPerX;
 		protected SerializedProperty rigidBody2D;
 		protected SerializedProperty rigidBody2D;
 		protected SerializedProperty rigidBody;
 		protected SerializedProperty rigidBody;
 
 
@@ -47,6 +49,8 @@ namespace Spine.Unity.Editor {
 		protected GUIContent transformPositionYLabel;
 		protected GUIContent transformPositionYLabel;
 		protected GUIContent rootMotionScaleXLabel;
 		protected GUIContent rootMotionScaleXLabel;
 		protected GUIContent rootMotionScaleYLabel;
 		protected GUIContent rootMotionScaleYLabel;
+		protected GUIContent rootMotionTranslateXPerYLabel;
+		protected GUIContent rootMotionTranslateYPerXLabel;
 		protected GUIContent rigidBody2DLabel;
 		protected GUIContent rigidBody2DLabel;
 		protected GUIContent rigidBodyLabel;
 		protected GUIContent rigidBodyLabel;
 
 
@@ -57,6 +61,8 @@ namespace Spine.Unity.Editor {
 			transformPositionY = serializedObject.FindProperty("transformPositionY");
 			transformPositionY = serializedObject.FindProperty("transformPositionY");
 			rootMotionScaleX = serializedObject.FindProperty("rootMotionScaleX");
 			rootMotionScaleX = serializedObject.FindProperty("rootMotionScaleX");
 			rootMotionScaleY = serializedObject.FindProperty("rootMotionScaleY");
 			rootMotionScaleY = serializedObject.FindProperty("rootMotionScaleY");
+			rootMotionTranslateXPerY = serializedObject.FindProperty("rootMotionTranslateXPerY");
+			rootMotionTranslateYPerX = serializedObject.FindProperty("rootMotionTranslateYPerX");
 			rigidBody2D = serializedObject.FindProperty("rigidBody2D");
 			rigidBody2D = serializedObject.FindProperty("rigidBody2D");
 			rigidBody = serializedObject.FindProperty("rigidBody");
 			rigidBody = serializedObject.FindProperty("rigidBody");
 
 
@@ -65,6 +71,8 @@ namespace Spine.Unity.Editor {
 			transformPositionYLabel = new UnityEngine.GUIContent("Y", "Use the Y-movement of the bone.");
 			transformPositionYLabel = new UnityEngine.GUIContent("Y", "Use the Y-movement of the bone.");
 			rootMotionScaleXLabel = new UnityEngine.GUIContent("Root Motion Scale (X)", "Scale applied to the horizontal root motion delta. Can be used for delta compensation to e.g. stretch a jump to the desired distance.");
 			rootMotionScaleXLabel = new UnityEngine.GUIContent("Root Motion Scale (X)", "Scale applied to the horizontal root motion delta. Can be used for delta compensation to e.g. stretch a jump to the desired distance.");
 			rootMotionScaleYLabel = new UnityEngine.GUIContent("Root Motion Scale (Y)", "Scale applied to the vertical root motion delta. Can be used for delta compensation to e.g. stretch a jump to the desired distance.");
 			rootMotionScaleYLabel = new UnityEngine.GUIContent("Root Motion Scale (Y)", "Scale applied to the vertical root motion delta. Can be used for delta compensation to e.g. stretch a jump to the desired distance.");
+			rootMotionTranslateXPerYLabel = new UnityEngine.GUIContent("Root Motion Translate (X)", "Added X translation per root motion Y delta. Can be used for delta compensation when scaling is not enough, to e.g. offset a horizontal jump to a vertically different goal.");
+			rootMotionTranslateYPerXLabel = new UnityEngine.GUIContent("Root Motion Translate (Y)", "Added Y translation per root motion X delta. Can be used for delta compensation when scaling is not enough, to e.g. offset a horizontal jump to a vertically different goal.");
 			rigidBody2DLabel = new UnityEngine.GUIContent("Rigidbody2D",
 			rigidBody2DLabel = new UnityEngine.GUIContent("Rigidbody2D",
 				"Optional Rigidbody2D: Assign a Rigidbody2D here if you want " +
 				"Optional Rigidbody2D: Assign a Rigidbody2D here if you want " +
 				" to apply the root motion to the rigidbody instead of the Transform." +
 				" to apply the root motion to the rigidbody instead of the Transform." +
@@ -92,10 +100,12 @@ namespace Spine.Unity.Editor {
 
 
 			EditorGUILayout.PropertyField(rootMotionScaleX, rootMotionScaleXLabel);
 			EditorGUILayout.PropertyField(rootMotionScaleX, rootMotionScaleXLabel);
 			EditorGUILayout.PropertyField(rootMotionScaleY, rootMotionScaleYLabel);
 			EditorGUILayout.PropertyField(rootMotionScaleY, rootMotionScaleYLabel);
+
+			EditorGUILayout.PropertyField(rootMotionTranslateXPerY, rootMotionTranslateXPerYLabel);
+			EditorGUILayout.PropertyField(rootMotionTranslateYPerX, rootMotionTranslateYPerXLabel);
 		}
 		}
 
 
 		protected virtual void OptionalPropertyFields () {
 		protected virtual void OptionalPropertyFields () {
-			//EditorGUILayout.LabelField("Optional", EditorStyles.boldLabel);
 			EditorGUILayout.PropertyField(rigidBody2D, rigidBody2DLabel);
 			EditorGUILayout.PropertyField(rigidBody2D, rigidBody2DLabel);
 			EditorGUILayout.PropertyField(rigidBody, rigidBodyLabel);
 			EditorGUILayout.PropertyField(rigidBody, rigidBodyLabel);
 		}
 		}

+ 9 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonMecanimRootMotion.cs

@@ -73,6 +73,15 @@ namespace Spine.Unity {
 			return GetAnimationRootMotion(start, end, animation);
 			return GetAnimationRootMotion(start, end, animation);
 		}
 		}
 
 
+		public override RootMotionInfo GetRootMotionInfo (int layerIndex) {
+			var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
+			var animation = pair.Key;
+			var time = pair.Value;
+			if (animation == null)
+				return new RootMotionInfo();
+			return GetAnimationRootMotionInfo(animation, time);
+		}
+
 		protected override void Reset () {
 		protected override void Reset () {
 			base.Reset();
 			base.Reset();
 			mecanimLayerFlags = DefaultMecanimLayerFlags;
 			mecanimLayerFlags = DefaultMecanimLayerFlags;

+ 10 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonRootMotion.cs

@@ -67,6 +67,16 @@ namespace Spine.Unity {
 			return GetAnimationRootMotion(start, end, animation);
 			return GetAnimationRootMotion(start, end, animation);
 		}
 		}
 
 
+		public override RootMotionInfo GetRootMotionInfo (int trackIndex) {
+			TrackEntry track = animationState.GetCurrent(trackIndex);
+			if (track == null)
+				return new RootMotionInfo();
+
+			var animation = track.Animation;
+			float time = track.AnimationTime;
+			return GetAnimationRootMotionInfo(track.Animation, time);
+		}
+
 		protected override float AdditionalScale {
 		protected override float AdditionalScale {
 			get {
 			get {
 				return canvas ? canvas.referencePixelsPerUnit: 1.0f;
 				return canvas ? canvas.referencePixelsPerUnit: 1.0f;

+ 137 - 29
spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonRootMotionBase.cs

@@ -30,6 +30,7 @@
 using UnityEngine;
 using UnityEngine;
 using System.Collections.Generic;
 using System.Collections.Generic;
 using Spine.Unity.AnimationTools;
 using Spine.Unity.AnimationTools;
+using System;
 
 
 namespace Spine.Unity {
 namespace Spine.Unity {
 
 
@@ -47,6 +48,10 @@ namespace Spine.Unity {
 
 
 		public float rootMotionScaleX = 1;
 		public float rootMotionScaleX = 1;
 		public float rootMotionScaleY = 1;
 		public float rootMotionScaleY = 1;
+		/// <summary>Skeleton space X translation per skeleton space Y translation root motion.</summary>
+		public float rootMotionTranslateXPerY = 0;
+		/// <summary>Skeleton space Y translation per skeleton space X translation root motion.</summary>
+		public float rootMotionTranslateYPerX = 0;
 
 
 		[Header("Optional")]
 		[Header("Optional")]
 		public Rigidbody2D rigidBody2D;
 		public Rigidbody2D rigidBody2D;
@@ -61,6 +66,8 @@ namespace Spine.Unity {
 		protected Bone rootMotionBone;
 		protected Bone rootMotionBone;
 		protected int rootMotionBoneIndex;
 		protected int rootMotionBoneIndex;
 		protected List<Bone> topLevelBones = new List<Bone>();
 		protected List<Bone> topLevelBones = new List<Bone>();
+		protected Vector2 initialOffset = Vector2.zero;
+		protected Vector2 tempSkeletonDisplacement;
 		protected Vector2 rigidbodyDisplacement;
 		protected Vector2 rigidbodyDisplacement;
 
 
 		protected virtual void Reset () {
 		protected virtual void Reset () {
@@ -71,10 +78,14 @@ namespace Spine.Unity {
 			skeletonComponent = GetComponent<ISkeletonComponent>();
 			skeletonComponent = GetComponent<ISkeletonComponent>();
 			GatherTopLevelBones();
 			GatherTopLevelBones();
 			SetRootMotionBone(rootMotionBoneName);
 			SetRootMotionBone(rootMotionBoneName);
+			if (rootMotionBone != null)
+				initialOffset = new Vector2(rootMotionBone.x, rootMotionBone.y);
 
 
 			var skeletonAnimation = skeletonComponent as ISkeletonAnimation;
 			var skeletonAnimation = skeletonComponent as ISkeletonAnimation;
-			if (skeletonAnimation != null)
+			if (skeletonAnimation != null) {
+				skeletonAnimation.UpdateLocal -= HandleUpdateLocal;
 				skeletonAnimation.UpdateLocal += HandleUpdateLocal;
 				skeletonAnimation.UpdateLocal += HandleUpdateLocal;
+			}
 		}
 		}
 
 
 		protected virtual void FixedUpdate () {
 		protected virtual void FixedUpdate () {
@@ -89,11 +100,16 @@ namespace Spine.Unity {
 				rigidBody.MovePosition(transform.position
 				rigidBody.MovePosition(transform.position
 					+ new Vector3(rigidbodyDisplacement.x, rigidbodyDisplacement.y, 0));
 					+ new Vector3(rigidbodyDisplacement.x, rigidbodyDisplacement.y, 0));
 			}
 			}
+			Vector2 parentBoneScale;
+			GetScaleAffectingRootMotion(out parentBoneScale);
+			ClearEffectiveBoneOffsets(parentBoneScale);
 			rigidbodyDisplacement = Vector2.zero;
 			rigidbodyDisplacement = Vector2.zero;
+			tempSkeletonDisplacement = Vector2.zero;
 		}
 		}
 
 
 		protected virtual void OnDisable () {
 		protected virtual void OnDisable () {
 			rigidbodyDisplacement = Vector2.zero;
 			rigidbodyDisplacement = Vector2.zero;
+			tempSkeletonDisplacement = Vector2.zero;
 		}
 		}
 
 
 		protected void FindRigidbodyComponent () {
 		protected void FindRigidbodyComponent () {
@@ -112,6 +128,15 @@ namespace Spine.Unity {
 		abstract protected Vector2 CalculateAnimationsMovementDelta ();
 		abstract protected Vector2 CalculateAnimationsMovementDelta ();
 		abstract public Vector2 GetRemainingRootMotion (int trackIndex = 0);
 		abstract public Vector2 GetRemainingRootMotion (int trackIndex = 0);
 
 
+		public struct RootMotionInfo {
+			public Vector2 start;
+			public Vector2 current;
+			public Vector2 mid;
+			public Vector2 end;
+			public bool timeIsPastMid;
+		};
+		abstract public RootMotionInfo GetRootMotionInfo (int trackIndex = 0);
+
 		public void SetRootMotionBone (string name) {
 		public void SetRootMotionBone (string name) {
 			var skeleton = skeletonComponent.Skeleton;
 			var skeleton = skeletonComponent.Skeleton;
 			int index = skeleton.FindBoneIndex(name);
 			int index = skeleton.FindBoneIndex(name);
@@ -126,14 +151,31 @@ namespace Spine.Unity {
 			}
 			}
 		}
 		}
 
 
-		public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0) {
-			Vector2 remainingRootMotion = GetRemainingRootMotion(trackIndex);
-			if (remainingRootMotion.x == 0)
-				remainingRootMotion.x = 0.0001f;
-			if (remainingRootMotion.y == 0)
-				remainingRootMotion.y = 0.0001f;
-			rootMotionScaleX = distanceToTarget.x / remainingRootMotion.x;
-			rootMotionScaleY = distanceToTarget.y / remainingRootMotion.y;
+		public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0, bool adjustX = true, bool adjustY = true,
+			float minX = 0, float maxX = float.MaxValue, float minY = 0, float maxY = float.MaxValue,
+			bool allowXTranslation = false, bool allowYTranslation = false) {
+
+			Vector2 distanceToTargetSkeletonSpace = (Vector2)transform.InverseTransformVector(distanceToTarget);
+			Vector2 scaleAffectingRootMotion = GetScaleAffectingRootMotion();
+			if (UsesRigidbody)
+				distanceToTargetSkeletonSpace -= tempSkeletonDisplacement;
+
+			Vector2 remainingRootMotionSkeletonSpace = GetRemainingRootMotion(trackIndex);
+			remainingRootMotionSkeletonSpace.Scale(scaleAffectingRootMotion);
+			if (remainingRootMotionSkeletonSpace.x == 0)
+				remainingRootMotionSkeletonSpace.x = 0.0001f;
+			if (remainingRootMotionSkeletonSpace.y == 0)
+				remainingRootMotionSkeletonSpace.y = 0.0001f;
+
+			if (adjustX)
+				rootMotionScaleX = Math.Min(maxX, Math.Max(minX, distanceToTargetSkeletonSpace.x / remainingRootMotionSkeletonSpace.x));
+			if (adjustY)
+				rootMotionScaleY = Math.Min(maxY, Math.Max(minY, distanceToTargetSkeletonSpace.y / remainingRootMotionSkeletonSpace.y));
+
+			if (allowXTranslation)
+				rootMotionTranslateXPerY = (distanceToTargetSkeletonSpace.x - remainingRootMotionSkeletonSpace.x * rootMotionScaleX) / remainingRootMotionSkeletonSpace.y;
+			if (allowYTranslation)
+				rootMotionTranslateYPerX = (distanceToTargetSkeletonSpace.y - remainingRootMotionSkeletonSpace.y * rootMotionScaleY) / remainingRootMotionSkeletonSpace.x;
 		}
 		}
 
 
 		public Vector2 GetAnimationRootMotion (Animation animation) {
 		public Vector2 GetAnimationRootMotion (Animation animation) {
@@ -150,6 +192,21 @@ namespace Spine.Unity {
 			return Vector2.zero;
 			return Vector2.zero;
 		}
 		}
 
 
+		public RootMotionInfo GetAnimationRootMotionInfo (Animation animation, float currentTime) {
+			RootMotionInfo rootMotion = new RootMotionInfo();
+			var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex);
+			if (timeline != null) {
+				float duration = animation.duration;
+				float mid = duration * 0.5f;
+				rootMotion.start = timeline.Evaluate(0);
+				rootMotion.current = timeline.Evaluate(currentTime);
+				rootMotion.mid = timeline.Evaluate(mid);
+				rootMotion.end = timeline.Evaluate(duration);
+				rootMotion.timeIsPastMid = currentTime > mid;
+			}
+			return rootMotion;
+		}
+
 		Vector2 GetTimelineMovementDelta (float startTime, float endTime,
 		Vector2 GetTimelineMovementDelta (float startTime, float endTime,
 			TranslateTimeline timeline, Animation animation) {
 			TranslateTimeline timeline, Animation animation) {
 
 
@@ -177,38 +234,89 @@ namespace Spine.Unity {
 			if (!this.isActiveAndEnabled)
 			if (!this.isActiveAndEnabled)
 				return; // Root motion is only applied when component is enabled.
 				return; // Root motion is only applied when component is enabled.
 
 
-			var movementDelta = CalculateAnimationsMovementDelta();
-			AdjustMovementDeltaToConfiguration(ref movementDelta, animatedSkeletonComponent.Skeleton);
-			ApplyRootMotion(movementDelta);
+			var boneLocalDelta = CalculateAnimationsMovementDelta();
+			Vector2 parentBoneScale;
+			Vector2 skeletonDelta = GetSkeletonSpaceMovementDelta(boneLocalDelta, out parentBoneScale);
+			ApplyRootMotion(skeletonDelta, parentBoneScale);
 		}
 		}
 
 
-		void AdjustMovementDeltaToConfiguration (ref Vector2 localDelta, Skeleton skeleton) {
-			if (skeleton.ScaleX < 0) localDelta.x = -localDelta.x;
-			if (skeleton.ScaleY < 0) localDelta.y = -localDelta.y;
-			if (!transformPositionX) localDelta.x = 0f;
-			if (!transformPositionY) localDelta.y = 0f;
-		}
-
-		void ApplyRootMotion (Vector2 localDelta) {
-			localDelta *= AdditionalScale;
-			localDelta.x *= rootMotionScaleX;
-			localDelta.y *= rootMotionScaleY;
-
+		void ApplyRootMotion (Vector2 skeletonDelta, Vector2 parentBoneScale) {
 			// Apply root motion to Transform or RigidBody;
 			// Apply root motion to Transform or RigidBody;
 			if (UsesRigidbody) {
 			if (UsesRigidbody) {
-				rigidbodyDisplacement += (Vector2)transform.TransformVector(localDelta);
-				// Accumulated displacement is applied on the next Physics update (FixedUpdate)
+				rigidbodyDisplacement += (Vector2)transform.TransformVector(skeletonDelta);
+
+				// Accumulated displacement is applied on the next Physics update in FixedUpdate.
+				// Until the next Physics update, tempBoneDisplacement is offsetting bone locations
+				// to prevent stutter which would otherwise occur if we don't move every Update.
+				tempSkeletonDisplacement += skeletonDelta;
+				SetEffectiveBoneOffsetsTo(tempSkeletonDisplacement, parentBoneScale);
 			}
 			}
 			else {
 			else {
+				transform.position += transform.TransformVector(skeletonDelta);
+				ClearEffectiveBoneOffsets(parentBoneScale);
+			}
+		}
 
 
-				transform.position += transform.TransformVector(localDelta);
+		Vector2 GetScaleAffectingRootMotion () {
+			Vector2 parentBoneScale;
+			return GetScaleAffectingRootMotion(out parentBoneScale);
+		}
+
+		Vector2 GetScaleAffectingRootMotion (out Vector2 parentBoneScale) {
+			var skeleton = skeletonComponent.Skeleton;
+			Vector2 totalScale = Vector2.one;
+			totalScale.x *= skeleton.ScaleX;
+			totalScale.y *= skeleton.ScaleY;
+
+			parentBoneScale = Vector2.one;
+			Bone scaleBone = rootMotionBone;
+			while ((scaleBone = scaleBone.parent) != null) {
+				parentBoneScale.x *= scaleBone.ScaleX;
+				parentBoneScale.y *= scaleBone.ScaleY;
 			}
 			}
+			totalScale = Vector2.Scale(totalScale, parentBoneScale);
+			totalScale *= AdditionalScale;
+			return totalScale;
+		}
+
+		Vector2 GetSkeletonSpaceMovementDelta (Vector2 boneLocalDelta, out Vector2 parentBoneScale) {
+			Vector2 skeletonDelta = boneLocalDelta;
+			Vector2 totalScale = GetScaleAffectingRootMotion(out parentBoneScale);
+			skeletonDelta.Scale(totalScale);
+
+			Vector2 rootMotionTranslation = new Vector2(
+				rootMotionTranslateXPerY * skeletonDelta.y,
+				rootMotionTranslateYPerX * skeletonDelta.x);
 
 
+			skeletonDelta.x *= rootMotionScaleX;
+			skeletonDelta.y *= rootMotionScaleY;
+			skeletonDelta.x += rootMotionTranslation.x;
+			skeletonDelta.y += rootMotionTranslation.y;
+
+			if (!transformPositionX) skeletonDelta.x = 0f;
+			if (!transformPositionY) skeletonDelta.y = 0f;
+			return skeletonDelta;
+		}
+
+		void SetEffectiveBoneOffsetsTo (Vector2 displacementSkeletonSpace, Vector2 parentBoneScale) {
 			// Move top level bones in opposite direction of the root motion bone
 			// Move top level bones in opposite direction of the root motion bone
+			var skeleton = skeletonComponent.Skeleton;
 			foreach (var topLevelBone in topLevelBones) {
 			foreach (var topLevelBone in topLevelBones) {
-				if (transformPositionX) topLevelBone.x -= rootMotionBone.x;
-				if (transformPositionY) topLevelBone.y -= rootMotionBone.y;
+				if (topLevelBone == rootMotionBone) {
+					if (transformPositionX) topLevelBone.x = displacementSkeletonSpace.x / skeleton.ScaleX;
+					if (transformPositionY) topLevelBone.y = displacementSkeletonSpace.y / skeleton.ScaleY;
+				}
+				else {
+					float offsetX = (initialOffset.x - rootMotionBone.x) * parentBoneScale.x;
+					float offsetY = (initialOffset.y - rootMotionBone.y) * parentBoneScale.y;
+					if (transformPositionX) topLevelBone.x = (displacementSkeletonSpace.x / skeleton.ScaleX) + offsetX;
+					if (transformPositionY) topLevelBone.y = (displacementSkeletonSpace.y / skeleton.ScaleY) + offsetY;
+				}
 			}
 			}
 		}
 		}
+
+		void ClearEffectiveBoneOffsets (Vector2 parentBoneScale) {
+			SetEffectiveBoneOffsetsTo(Vector2.zero, parentBoneScale);
+		}
 	}
 	}
 }
 }

+ 1 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs

@@ -202,6 +202,7 @@ namespace Spine.Unity {
 		protected override void Awake () {
 		protected override void Awake () {
 
 
 			base.Awake ();
 			base.Awake ();
+			updateMode = updateWhenInvisible;
 			SyncRawImagesWithCanvasRenderers();
 			SyncRawImagesWithCanvasRenderers();
 			if (!this.IsValid) {
 			if (!this.IsValid) {
 #if UNITY_EDITOR
 #if UNITY_EDITOR

+ 4 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs

@@ -280,6 +280,7 @@ namespace Spine.Unity {
 
 
 		public virtual void Awake () {
 		public virtual void Awake () {
 			Initialize(false);
 			Initialize(false);
+			updateMode = updateWhenInvisible;
 		}
 		}
 
 
 	#if UNITY_EDITOR && CONFIGURABLE_ENTER_PLAY_MODE
 	#if UNITY_EDITOR && CONFIGURABLE_ENTER_PLAY_MODE
@@ -690,6 +691,9 @@ namespace Spine.Unity {
 			}
 			}
 
 
 			for (int i = 0; i < meshRenderer.sharedMaterials.Length; ++i) {
 			for (int i = 0; i < meshRenderer.sharedMaterials.Length; ++i) {
+				if (!meshRenderer.sharedMaterials[i])
+					continue;
+
 				if (!hasPerRendererBlock) meshRenderer.GetPropertyBlock(reusedPropertyBlock, i);
 				if (!hasPerRendererBlock) meshRenderer.GetPropertyBlock(reusedPropertyBlock, i);
 				// Note: this parameter shall not exist at any shader, then Unity will create separate
 				// Note: this parameter shall not exist at any shader, then Unity will create separate
 				// material instances (not in terms of memory cost or leakage).
 				// material instances (not in terms of memory cost or leakage).

+ 11 - 2
spine-unity/Assets/Spine/Runtime/spine-unity/Utility/AttachmentCloneExtensions.cs

@@ -86,16 +86,25 @@ namespace Spine.Unity.AttachmentTools {
 		/// <param name="pivotShiftsMeshUVCoords">If <c>true</c> and the original Attachment is a MeshAttachment, then
 		/// <param name="pivotShiftsMeshUVCoords">If <c>true</c> and the original Attachment is a MeshAttachment, then
 		///	a non-central sprite pivot will shift uv coords in the opposite direction. Vertices will not be offset in
 		///	a non-central sprite pivot will shift uv coords in the opposite direction. Vertices will not be offset in
 		///	any case when the original Attachment is a MeshAttachment.</param>
 		///	any case when the original Attachment is a MeshAttachment.</param>
+		///	<param name="useOriginalRegionScale">If <c>true</c> and the original Attachment is a RegionAttachment, then
+		///	the original region's scale value is used instead of the Sprite's pixels per unit property. Since uniform scale is used,
+		///	x scale of the original attachment (width scale) is used, scale in y direction (height scale) is ignored.</param>
 		public static Attachment GetRemappedClone (this Attachment o, Sprite sprite, Material sourceMaterial,
 		public static Attachment GetRemappedClone (this Attachment o, Sprite sprite, Material sourceMaterial,
 			bool premultiplyAlpha = true, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false,
 			bool premultiplyAlpha = true, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false,
-			bool pivotShiftsMeshUVCoords = true) {
+			bool pivotShiftsMeshUVCoords = true, bool useOriginalRegionScale = false) {
 			var atlasRegion = premultiplyAlpha ? sprite.ToAtlasRegionPMAClone(sourceMaterial) : sprite.ToAtlasRegion(new Material(sourceMaterial) { mainTexture = sprite.texture } );
 			var atlasRegion = premultiplyAlpha ? sprite.ToAtlasRegionPMAClone(sourceMaterial) : sprite.ToAtlasRegion(new Material(sourceMaterial) { mainTexture = sprite.texture } );
 			if (!pivotShiftsMeshUVCoords && o is MeshAttachment) {
 			if (!pivotShiftsMeshUVCoords && o is MeshAttachment) {
 				// prevent non-central sprite pivot setting offsetX/Y and shifting uv coords out of mesh bounds
 				// prevent non-central sprite pivot setting offsetX/Y and shifting uv coords out of mesh bounds
 				atlasRegion.offsetX = 0;
 				atlasRegion.offsetX = 0;
 				atlasRegion.offsetY = 0;
 				atlasRegion.offsetY = 0;
 			}
 			}
-			return o.GetRemappedClone(atlasRegion, cloneMeshAsLinked, useOriginalRegionSize, 1f/sprite.pixelsPerUnit);
+			float scale = 1f / sprite.pixelsPerUnit;
+			if (useOriginalRegionScale) {
+				var regionAttachment = o as RegionAttachment;
+				if (regionAttachment != null)
+					scale = regionAttachment.width / regionAttachment.regionOriginalWidth;
+			}
+			return o.GetRemappedClone(atlasRegion, cloneMeshAsLinked, useOriginalRegionSize, scale);
 		}
 		}
 
 
 		/// <summary>
 		/// <summary>