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[unity] Updated changelog with entry for "Fix draw order" parameter. Changed default value to `disabled` to maintain previous behaviour. See #1486.

Harald Csaszar 6 жил өмнө
parent
commit
9c1f6ad10f

+ 5 - 0
CHANGELOG.md

@@ -177,6 +177,11 @@
     * `WaitForSpineAnimationComplete` now proves an additional `bool includeEndEvent` parameter, defaults to `false` (previous behaviour).
     * Added a new `WaitForSpineAnimationEnd` yield instruction.
     * Added a new generic `WaitForSpineAnimation` yield instruction which can be configured to wait for any combination of animation track events. It is now used as base class for `WaitForSpineAnimationComplete` and `WaitForSpineAnimationEnd`.
+  * Additional **Fix Draw Order** parameter at SkeletonRenderer, defaults to `disabled` (previous behaviour).
+    Applies only when 3+ submeshes are used (2+ materials with alternating order, e.g. "A B A").
+		If true, MaterialPropertyBlocks are assigned at each material to prevent aggressive batching of submeshes
+		by e.g. the LWRP renderer, leading to incorrect draw order (e.g. "A1 B A2" changed to "A1A2 B").
+		You can leave this parameter disabled when everything is drawn correctly to save the additional performance cost.
 
 * **Changes of default values**
   * `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.SpineStyle` instead of `MixMode.MixAlways`.

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

@@ -100,7 +100,7 @@ namespace Spine.Unity {
 		/// by e.g. the LWRP renderer, leading to incorrect draw order (e.g. "A1 B A2" changed to "A1A2 B").
 		/// You can disable this parameter when everything is drawn correctly to save the additional performance cost.
 		/// </summary>
-		public bool fixDrawOrder = true;
+		public bool fixDrawOrder = false;
 		#endif
 
 		/// <summary>If true, the mesh generator adds normals to the output mesh. For better performance and reduced memory requirements, use a shader that assumes the desired normal.</summary>