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[all] Updates documentation. (#2805)

- All links to forum posts have been updated.
- All links to Spine documentation have been updated to be accurate. This includes the Editor docs and specific Runtimes docs.
- Removes the doc link to the out-of-date spine-cocos2d-objc runtime and replaces it with spine-sdl.
- Links to external frameworks and tools have been corrected.
Luke Ingram пре 5 месеци
родитељ
комит
ec395f00e1
39 измењених фајлова са 52 додато и 52 уклоњено
  1. 6 6
      CHANGELOG.md
  2. 1 1
      README.md
  3. 1 1
      spine-c/README.md
  4. 1 1
      spine-c/spine-c-unit-tests/tests/MemoryTestFixture.h
  5. 1 1
      spine-cocos2dx/README.md
  6. 1 1
      spine-cpp/spine-cpp/include/spine/PointAttachment.h
  7. 2 2
      spine-csharp/src/AnimationState.cs
  8. 1 1
      spine-csharp/src/Attachments/PointAttachment.cs
  9. 2 2
      spine-flutter/lib/spine_flutter.dart
  10. 1 1
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/PathConstraintData.java
  11. 1 1
      spine-monogame/README.md
  12. 2 2
      spine-sdl/README.md
  13. 3 3
      spine-sfml/c/README.md
  14. 3 3
      spine-sfml/cpp/README.md
  15. 2 2
      spine-ts/spine-core/src/AnimationState.ts
  16. 1 1
      spine-ts/spine-core/src/PathConstraintData.ts
  17. 1 1
      spine-ts/spine-core/src/Utils.ts
  18. 1 1
      spine-ts/spine-core/src/attachments/PointAttachment.ts
  19. 1 1
      spine-ue/README.md
  20. 1 1
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/AssetUtility.cs
  21. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoneFollower.cs
  22. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoneFollowerGraphic.cs
  23. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollower.cs
  24. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollowerGraphic.cs
  25. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/PointFollower.cs
  26. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonMecanimRootMotion.cs
  27. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonRootMotion.cs
  28. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs
  29. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
  30. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs
  31. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderSeparator/SkeletonPartsRenderer.cs
  32. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderSeparator/SkeletonRenderSeparator.cs
  33. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
  34. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonGraphicCustomMaterials.cs
  35. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonRendererCustomMaterials.cs
  36. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtility.cs
  37. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtilityBone.cs
  38. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtilityConstraint.cs
  39. 1 1
      spine-unity/README.md

+ 6 - 6
CHANGELOG.md

@@ -647,8 +647,8 @@
     You can leave this parameter disabled when everything is drawn correctly to save the additional performance cost.
   - **Additional Timeline features.** SpineAnimationStateClip now provides a `Speed Multiplier`, a start time offset parameter `Clip In`, support for blending successive animations by overlapping tracks. An additional `Use Blend Duration` parameter _(defaults to true)_ allows for automatic synchronisation of MixDuration with the current overlap blend duration. An additional Spine preferences parameter `Use Blend Duration` has been added which can be disabled to default to the previous behaviour before this update.
   - Additional `SpriteMask and RectMask2D` example scene added for demonstration of mask setup and interaction.
-  - `Real physics hinge chains` for both 2D and 3D physics. The [SkeletonUtilityBone](http://esotericsoftware.com/spine-unity#SkeletonUtilityBone) Inspector provides an interface to create 2D and 3D hinge chains. Previously created chains have only been respecting gravity, but not momentum of the skeleton or parent bones. The new physics rig created when pressing `Create 3D Hinge Chain` and `Create 2D Hinge Chain` creates a more complex setup that also works when flipping the skeleton. Note that the chain root node is no longer parented to bones of the skeleton. This is a requirement in Unity to have momentum applied properly - do not reparent the chain root to bones of your skeleton, or you will loose any momentum applied by the skeleton's movement.
-  - `Outline rendering functionality for all shaders.` Every shader now provides an additional set of `Outline` parameters to enable custom outline rendering. When outline rendering is enabled via the `Material` inspector, it automatically switches the shader to the respective `Spine/Outline` shader variant. Outlines are generated by sampling neighbour pixels, so be sure to add enough transparent padding when exporting your atlas textures to fit the desired outline width. In order to enable outline rendering at a skeleton, it is recommended to first prepare an additional outline material copy and then switch the material of the target skeleton to this material. This prevents unnecessary additional runtime material copies and drawcalls. Material switching can be prepared via a [SkeletonRendererCustomMaterials](http://esotericsoftware.com/spine-unity#SkeletonRendererCustomMaterials) component and then enabled or disabled at runtime. Alternatively, you can also directly modify the `SkeletonRenderer.CustomMaterialOverride` property.
+  - `Real physics hinge chains` for both 2D and 3D physics. The [SkeletonUtilityBone](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone) Inspector provides an interface to create 2D and 3D hinge chains. Previously created chains have only been respecting gravity, but not momentum of the skeleton or parent bones. The new physics rig created when pressing `Create 3D Hinge Chain` and `Create 2D Hinge Chain` creates a more complex setup that also works when flipping the skeleton. Note that the chain root node is no longer parented to bones of the skeleton. This is a requirement in Unity to have momentum applied properly - do not reparent the chain root to bones of your skeleton, or you will loose any momentum applied by the skeleton's movement.
+  - `Outline rendering functionality for all shaders.` Every shader now provides an additional set of `Outline` parameters to enable custom outline rendering. When outline rendering is enabled via the `Material` inspector, it automatically switches the shader to the respective `Spine/Outline` shader variant. Outlines are generated by sampling neighbour pixels, so be sure to add enough transparent padding when exporting your atlas textures to fit the desired outline width. In order to enable outline rendering at a skeleton, it is recommended to first prepare an additional outline material copy and then switch the material of the target skeleton to this material. This prevents unnecessary additional runtime material copies and drawcalls. Material switching can be prepared via a [SkeletonRendererCustomMaterials](https://esotericsoftware.com/spine-unity-utility-components#SkeletonRendererCustomMaterials) component and then enabled or disabled at runtime. Alternatively, you can also directly modify the `SkeletonRenderer.CustomMaterialOverride` property.
     Outline rendering is fully supported on `SkeletonGraphic` shaders as well.
   - Added `SkeletonRenderer.EditorSkipSkinSync` scripting API property to be able to set custom skins in editor scripts. Enable this property when overwriting the Skeleton's skin from an editor script. Without setting this parameter, changes will be overwritten by the next inspector update. Only affects Inspector synchronisation of skin with `initialSkinName`, not startup initialization.
   - `AtlasUtilities.GetRepackedAttachments()` and `AtlasUtilities.GetRepackedSkin()` provide support for additional texture channels such as normal maps via the optional parameter `additionalTexturePropertyIDsToCopy `. See the spine-unity runtime documentation, section [Combining Skins - Advanced - Runtime Repacking with Normalmaps](http://esotericsoftware.com/spine-unity#Combining-Skins) for further info and example usage code.
@@ -676,7 +676,7 @@
   - Spine Preferences now provide an **`Atlas Texture Settings`** parameter for applying customizable texture import settings at all newly imported Spine atlas textures.
     When exporting atlas textures from Spine with `Premultiply alpha` enabled (the default), you can leave it at `PMATexturePreset`. If you have disabled `Premultiply alpha`, set it to the included `StraightAlphaTexturePreset` asset. You can also create your own `TextureImporter` `Preset` asset and assign it here (include `PMA` or `Straight` in the name). In Unity versions before 2018.3 you can use `Texture2D` template assets instead of the newer `Preset` assets. Materials created for imported textures will also have the `Straight Alpha Texture` parameter configured accordingly.
   - All `Sprite` shaders (including URP and LWRP extension packages) now provide an additional `Fixed Normal Space` option `World-Space`. PReviously options were limited to `View-Space` and `Model-Space`.
-  - `SkeletonGraphic` now fully supports [`SkeletonUtility`](http://esotericsoftware.com/spine-unity#SkeletonUtility) for generating a hierarchy of [`SkeletonUtilityBones`](http://esotericsoftware.com/spine-unity#SkeletonUtilityBone) in both modes `Follow` and `Override`. This also enables creating hinge chain physics rigs and using `SkeletonUtilityConstraints` such as `SkeletonUtilityGroundConstraint` and `SkeletonUtilityEyeConstraint` on `SkeletonGraphic`.
+  - `SkeletonGraphic` now fully supports [`SkeletonUtility`](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtility) for generating a hierarchy of [`SkeletonUtilityBones`](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone) in both modes `Follow` and `Override`. This also enables creating hinge chain physics rigs and using `SkeletonUtilityConstraints` such as `SkeletonUtilityGroundConstraint` and `SkeletonUtilityEyeConstraint` on `SkeletonGraphic`.
   - Added **native support for slot blend modes** `Additive`, `Multiply` and `Screen` with automatic assignment at newly imported skeleton assets. `BlendModeMaterialAssets` are now obsolete and replaced by the native properties at `SkeletonDataAsset`. The `SkeletonDataAsset` Inspector provides a new `Blend Modes - Upgrade` button to upgrade an obsolete `BlendModeMaterialAsset` to the native blend modes properties. This upgrade will be performed automatically on imported and re-imported assets.
   - `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.
   - **Linear color space:** Previously Slot colors were not displayed the same in Unity as in the Spine Editor (when configured to display as `Linear` color space in Spine Editor Settings). This is now fixed at all shaders, including URP and LWRP shaders.
@@ -1015,8 +1015,8 @@
     You can leave this parameter disabled when everything is drawn correctly to save the additional performance cost.
   - **Additional Timeline features.** SpineAnimationStateClip now provides a `Speed Multiplier`, a start time offset parameter `Clip In`, support for blending successive animations by overlapping tracks. An additional `Use Blend Duration` parameter _(defaults to true)_ allows for automatic synchronisation of MixDuration with the current overlap blend duration. An additional Spine preferences parameter `Use Blend Duration` has been added which can be disabled to default to the previous behaviour before this update.
   - Additional `SpriteMask and RectMask2D` example scene added for demonstration of mask setup and interaction.
-  - `Real physics hinge chains` for both 2D and 3D physics. The [SkeletonUtilityBone](http://esotericsoftware.com/spine-unity#SkeletonUtilityBone) Inspector provides an interface to create 2D and 3D hinge chains. Previously created chains have only been respecting gravity, but not momentum of the skeleton or parent bones. The new physics rig created when pressing `Create 3D Hinge Chain` and `Create 2D Hinge Chain` creates a more complex setup that also works when flipping the skeleton. Note that the chain root node is no longer parented to bones of the skeleton. This is a requirement in Unity to have momentum applied properly - do not reparent the chain root to bones of your skeleton, or you will loose any momentum applied by the skeleton's movement.
-  - `Outline rendering functionality for all shaders.` Every shader now provides an additional set of `Outline` parameters to enable custom outline rendering. When outline rendering is enabled via the `Material` inspector, it automatically switches the shader to the respective `Spine/Outline` shader variant. Outlines are generated by sampling neighbour pixels, so be sure to add enough transparent padding when exporting your atlas textures to fit the desired outline width. In order to enable outline rendering at a skeleton, it is recommended to first prepare an additional outline material copy and then switch the material of the target skeleton to this material. This prevents unnecessary additional runtime material copies and drawcalls. Material switching can be prepared via a [SkeletonRendererCustomMaterials](http://esotericsoftware.com/spine-unity#SkeletonRendererCustomMaterials) component and then enabled or disabled at runtime. Alternatively, you can also directly modify the `SkeletonRenderer.CustomMaterialOverride` property.
+  - `Real physics hinge chains` for both 2D and 3D physics. The [SkeletonUtilityBone](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone) Inspector provides an interface to create 2D and 3D hinge chains. Previously created chains have only been respecting gravity, but not momentum of the skeleton or parent bones. The new physics rig created when pressing `Create 3D Hinge Chain` and `Create 2D Hinge Chain` creates a more complex setup that also works when flipping the skeleton. Note that the chain root node is no longer parented to bones of the skeleton. This is a requirement in Unity to have momentum applied properly - do not reparent the chain root to bones of your skeleton, or you will loose any momentum applied by the skeleton's movement.
+  - `Outline rendering functionality for all shaders.` Every shader now provides an additional set of `Outline` parameters to enable custom outline rendering. When outline rendering is enabled via the `Material` inspector, it automatically switches the shader to the respective `Spine/Outline` shader variant. Outlines are generated by sampling neighbour pixels, so be sure to add enough transparent padding when exporting your atlas textures to fit the desired outline width. In order to enable outline rendering at a skeleton, it is recommended to first prepare an additional outline material copy and then switch the material of the target skeleton to this material. This prevents unnecessary additional runtime material copies and drawcalls. Material switching can be prepared via a [SkeletonRendererCustomMaterials](https://esotericsoftware.com/spine-unity-utility-components#SkeletonRendererCustomMaterials) component and then enabled or disabled at runtime. Alternatively, you can also directly modify the `SkeletonRenderer.CustomMaterialOverride` property.
     Outline rendering is fully supported on `SkeletonGraphic` shaders as well.
   - Added `SkeletonRenderer.EditorSkipSkinSync` scripting API property to be able to set custom skins in editor scripts. Enable this property when overwriting the Skeleton's skin from an editor script. Without setting this parameter, changes will be overwritten by the next inspector update. Only affects Inspector synchronisation of skin with `initialSkinName`, not startup initialization.
   - All `Spine/SkeletonGraphic` shaders now provide a parameter `CanvasGroup Compatible` which can be enabled to support `CanvasGroup` alpha blending. For correct results, you should then disable `Pma Vertex Colors` in the `SkeletonGraphic` Inspector, in section `Advanced` (otherwise Slot alpha will be applied twice).
@@ -1042,7 +1042,7 @@
   - Spine Preferences now provide an **`Atlas Texture Settings`** parameter for applying customizable texture import settings at all newly imported Spine atlas textures.
     When exporting atlas textures from Spine with `Premultiply alpha` enabled (the default), you can leave it at `PMATexturePreset`. If you have disabled `Premultiply alpha`, set it to the included `StraightAlphaTexturePreset` asset. You can also create your own `TextureImporter` `Preset` asset and assign it here (include `PMA` or `Straight` in the name). In Unity versions before 2018.3 you can use `Texture2D` template assets instead of the newer `Preset` assets. Materials created for imported textures will also have the `Straight Alpha Texture` parameter configured accordingly.
   - All `Sprite` shaders (including URP and LWRP extension packages) now provide an additional `Fixed Normal Space` option `World-Space`. PReviously options were limited to `View-Space` and `Model-Space`.
-  - `SkeletonGraphic` now fully supports [`SkeletonUtility`](http://esotericsoftware.com/spine-unity#SkeletonUtility) for generating a hierarchy of [`SkeletonUtilityBones`](http://esotericsoftware.com/spine-unity#SkeletonUtilityBone) in both modes `Follow` and `Override`. This also enables creating hinge chain physics rigs and using `SkeletonUtilityConstraints` such as `SkeletonUtilityGroundConstraint` and `SkeletonUtilityEyeConstraint` on `SkeletonGraphic`.
+  - `SkeletonGraphic` now fully supports [`SkeletonUtility`](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtility) for generating a hierarchy of [`SkeletonUtilityBones`](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone) in both modes `Follow` and `Override`. This also enables creating hinge chain physics rigs and using `SkeletonUtilityConstraints` such as `SkeletonUtilityGroundConstraint` and `SkeletonUtilityEyeConstraint` on `SkeletonGraphic`.
   - Added `OnMeshAndMaterialsUpdated` callback event to `SkeletonRenderer` and `SkeletonGraphic`. It is issued at the end of `LateUpdate`, before rendering.
   - Added `Skeleton-OutlineOnly` single pass shader to LWRP and URP extension modules. It can be assigned to materials as `Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly`. This allows for separate outline child _GameObjects_ that reference the existing Mesh of their parent, and re-draw the mesh using this outline shader.
   - Added example component `RenderExistingMesh` to render a mesh again with different materials, as required by the new `Skeleton-OutlineOnly` shaders.

+ 1 - 1
README.md

@@ -14,7 +14,7 @@ For the official legal terms governing the Spine Runtimes, please read the [Spin
 
 ## Documentation
 
-See the [Spine Runtimes Guide](http://esotericsoftware.com/spine-runtimes-guide) for detailed information about using the Spine Runtimes. The Spine [documentation page](http://esotericsoftware.com/spine-documentation#runtimesTitle) provides further information about tools and data formats. For runtime specific documentation, refer to the `README.md` file in each runtime directory.
+See the [Spine Runtimes Guide](http://esotericsoftware.com/spine-runtimes-guide) for detailed information about using the Spine Runtimes. The Spine [documentation page](http://esotericsoftware.com/spine-documentation#runtimes) provides further information about tools and data formats. For runtime specific documentation, refer to the `README.md` file in each runtime directory.
 
 ## Bugs, enhancements, and tasks
 

+ 1 - 1
spine-c/README.md

@@ -47,5 +47,5 @@ spine-c uses an OOP style of programming where each "class" is made up of a stru
 
 ## Runtimes extending spine-c
 
-- [spine-cocos2d-objc](../spine-cocos2d-objc)
+- [spine-sdl](../spine-sdl)
 - [spine-sfml](../spine-sfml)

+ 1 - 1
spine-c/spine-c-unit-tests/tests/MemoryTestFixture.h

@@ -34,7 +34,7 @@ public:
 
 	void reproduceIssue_777();
 
-	void reproduceIssue_Loop(); // http://esotericsoftware.com/forum/spine-c-3-5-animation-jerking-7451
+	void reproduceIssue_Loop(); // https://esotericsoftware.com/forum/d/7451-spine-c-35-animation-jerking
 	void triangulator();
 
 	void skeletonClipper();

+ 1 - 1
spine-cocos2dx/README.md

@@ -1,6 +1,6 @@
 # spine-cocos2dx v3.x & v4.x
 
-The spine-cocos2dx runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-x](http://www.cocos2d-x.org/). spine-cocos2dx is based on [spine-cpp](../spine-cpp).
+The spine-cocos2dx runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-x](https://cocos2d-x.org/cocos2dx/). spine-cocos2dx is based on [spine-cpp](../spine-cpp).
 
 ## Licensing
 

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

@@ -40,7 +40,7 @@ namespace spine {
 	/// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
 	/// skin.
 	///
-	/// See http://esotericsoftware.com/spine-point-attachments for Point Attachments in the Spine User Guide.
+	/// See https://esotericsoftware.com/spine-points for Point Attachments in the Spine User Guide.
 	///
 	class SP_API PointAttachment : public Attachment {
 		friend class SkeletonBinary;

+ 2 - 2
spine-csharp/src/AnimationState.cs

@@ -89,7 +89,7 @@ namespace Spine {
 		public delegate void TrackEntryDelegate (TrackEntry trackEntry);
 		/// <summary>See <see href="http://esotericsoftware.com/spine-api-reference#AnimationStateListener-Methods">
 		/// API Reference documentation pages here</see> for details. Usage in C# and spine-unity is explained
-		/// <see href="http://esotericsoftware.com/spine-unity#Processing-AnimationState-Events">here</see>
+		/// <see href="https://esotericsoftware.com/spine-unity-main-components#Processing-AnimationState-Events">here</see>
 		/// on the spine-unity documentation pages.</summary>
 		public event TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
 
@@ -993,7 +993,7 @@ namespace Spine {
 		// difference to libgdx reference: delegates are used for event callbacks instead of 'AnimationStateListener listener'.
 		/// <summary>See <see href="http://esotericsoftware.com/spine-api-reference#AnimationStateListener-Methods">
 		/// API Reference documentation pages here</see> for details. Usage in C# and spine-unity is explained
-		/// <see href="http://esotericsoftware.com/spine-unity#Processing-AnimationState-Events">here</see>
+		/// <see href="https://esotericsoftware.com/spine-unity-main-components#Processing-AnimationState-Events">here</see>
 		/// on the spine-unity documentation pages.</summary>
 		public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
 		public event AnimationState.TrackEntryEventDelegate Event;

+ 1 - 1
spine-csharp/src/Attachments/PointAttachment.cs

@@ -35,7 +35,7 @@ namespace Spine {
 	/// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
 	/// skin.
 	/// <p>
-	/// See <a href="http://esotericsoftware.com/spine-point-attachments">Point Attachments</a> in the Spine User Guide.
+	/// See <a href="https://esotericsoftware.com/spine-points">Point Attachments</a> in the Spine User Guide.
 	/// </summary>
 	public class PointAttachment : Attachment {
 		internal float x, y, rotation;

+ 2 - 2
spine-flutter/lib/spine_flutter.dart

@@ -615,7 +615,7 @@ enum SpacingMode {
 
 /// Controls how bones are rotated, translated, and scaled to match the path.
 ///
-/// See [Rotate mode](http://esotericsoftware.com/spine-path-constraints#Rotate-mode) in the Spine User Guide.
+/// See [Rotate mode](https://esotericsoftware.com/spine-path-constraints#Rotate-Mix) in the Spine User Guide.
 enum RotateMode {
   tangent(0),
   chain(1),
@@ -1877,7 +1877,7 @@ class PathAttachment extends VertexAttachment<spine_path_attachment> {
 /// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
 /// skin.
 ///
-/// See [Point Attachments](http://esotericsoftware.com/spine-point-attachments) in the Spine User Guide.
+/// See [Point Attachments](https://esotericsoftware.com/spine-points) in the Spine User Guide.
 class PointAttachment extends Attachment<spine_point_attachment> {
   PointAttachment._(super.attachment) : super._();
 

+ 1 - 1
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/PathConstraintData.java

@@ -167,7 +167,7 @@ public class PathConstraintData extends ConstraintData {
 
 	/** Controls how bones are rotated, translated, and scaled to match the path.
 	 * <p>
-	 * See <a href="https://esotericsoftware.com/spine-path-constraints#Rotate-mode">Rotate mode</a> in the Spine User Guide. */
+	 * See <a href="https://esotericsoftware.com/spine-path-constraints#Rotate-Mix">Rotate mode</a> in the Spine User Guide. */
 	static public enum RotateMode {
 		tangent, chain,
 		/** When chain scale, constrained bones should all have the same parent. That way when the path constraint scales a bone, it

+ 1 - 1
spine-monogame/README.md

@@ -1,6 +1,6 @@
 # spine-monogame
 
-The spine-monogame runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [MonoGame](http://monogame.codeplex.com/). spine-monogame is based on [spine-xna](../spine-xna) and adds MonoGame project files.
+The spine-monogame runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [MonoGame](https://monogame.net). spine-monogame is based on [spine-xna](../spine-xna) and adds MonoGame project files.
 
 ## Licensing
 

+ 2 - 2
spine-sdl/README.md

@@ -27,7 +27,7 @@ spine-sdl supports all Spine features except screen blend mode and two color tin
 3. If you are using C, add the sources from `spine-c/spine-c/src/spine` and `spine-sdl/src/spine-sdl-c.c` to your project, and add the folder `spine-c/spine-c/include` and `spine-sdl/src/spine-sdl-c.h` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
 4. If you are using C++, add the sources from `spine-cpp/spine-cpp/src/spine` and `spine-sdl/src/spine-sdl-cpp.cpp` to your project, and add the folder `spine-cpp/spine-cpp/include` and `spine-sdl/src/spine-sdl-cpp.h` to your header search path. Note that includes are specified as `#include <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
 
-See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine SDL example in this repository.
+See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimes) on how to use the APIs or check out the Spine SDL example in this repository.
 
 ## Example
 
@@ -35,7 +35,7 @@ The Spine SDL example works on Windows, Linux and Mac OS X. For a spine-c based
 
 ### Windows
 
-1. Install [Visual Studio Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx). Make sure you install support for C++ as well as th Windows SDK for XP/7/8.
+1. Install [Visual Studio Community](https://visualstudio.microsoft.com/downloads/). Make sure you install support for C++ as well as th Windows SDK for XP/7/8.
 2. Install CMake via the [Windows installer package](https://cmake.org/download/).
 3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
 4. Run CMake GUI from the start menu

+ 3 - 3
spine-sfml/c/README.md

@@ -20,12 +20,12 @@ spine-sfml supports all Spine features except two color tinting.
 
 ## Usage
 
-1. Create a new SFML project. See the [SFML documentation](http://www.sfml-dev.org/tutorials/2.1/) or have a look at the example in this repository.
+1. Create a new SFML project. See the [SFML documentation](https://www.sfml-dev.org/tutorials/2.6/) or have a look at the example in this repository.
 2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
 3. Add the sources from `spine-c/spine-c/src/spine` and `spine-sfml/src/c/spine` to your project
 4. Add the folder `spine-c/spine-c/include` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
 
-See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine SFML example.
+See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimes) on how to use the APIs or check out the Spine SFML example.
 
 ## Example
 
@@ -33,7 +33,7 @@ The Spine SFML example works on Windows, Linux and Mac OS X.
 
 ### Windows
 
-1. Install [Visual Studio 2022 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx). Make sure you install support for C++, CMake as well as th Windows SDK for XP/7/8.
+1. Install [Visual Studio 2022 Community](https://visualstudio.microsoft.com/downloads/). Make sure you install support for C++, CMake as well as th Windows SDK for XP/7/8.
 1. Open Visual Studio and open the `spine-sfml/c` folder via the `Open a local folder` button
 1. Let CMake finish, then select `spine-sfml-cpp-example.exe` as the start-up project
 1. Start debugging to run the example

+ 3 - 3
spine-sfml/cpp/README.md

@@ -20,12 +20,12 @@ spine-sfml supports all Spine features except two color tinting.
 
 ## Usage
 
-1. Create a new SFML project. See the [SFML documentation](http://www.sfml-dev.org/tutorials/2.1/) or have a look at the example in this repository.
+1. Create a new SFML project. See the [SFML documentation](https://www.sfml-dev.org/tutorials/2.6/) or have a look at the example in this repository.
 2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
 3. Add the sources from `spine-cpp/spine-cpp/src/spine` and `spine-sfml/cpp/src/spine` to your project
 4. Add the folder `spine-cpp/spine-cpp/include` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
 
-See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine SFML example.
+See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimes) on how to use the APIs or check out the Spine SFML example.
 
 ## Example
 
@@ -33,7 +33,7 @@ The Spine SFML example works on Windows, Linux and Mac OS X.
 
 ### Windows
 
-1. Install [Visual Studio 2022 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx). Make sure you install support for C++, CMake as well as th Windows SDK for XP/7/8.
+1. Install [Visual Studio 2022 Community](https://visualstudio.microsoft.com/downloads/). Make sure you install support for C++, CMake as well as th Windows SDK for XP/7/8.
 1. Open Visual Studio and open the `spine-sfml/cpp` folder via the `Open a local folder` button
 1. Let CMake finish, then select `spine-sfml-cpp-example.exe` as the start-up project
 1. Start debugging to run the example

+ 2 - 2
spine-ts/spine-core/src/AnimationState.ts

@@ -218,7 +218,7 @@ export class AnimationState {
 					} else if (timeline instanceof AttachmentTimeline) {
 						this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, attachments);
 					} else {
-						// This fixes the WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
+						// This fixes the WebKit 602 specific issue described at https://esotericsoftware.com/forum/d/10109-ios-10-disappearing-graphics
 						Utils.webkit602BugfixHelper(alpha, blend);
 						timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, timelineBlend, MixDirection.mixIn);
 					}
@@ -321,7 +321,7 @@ export class AnimationState {
 				else if (timeline instanceof AttachmentTimeline)
 					this.applyAttachmentTimeline(timeline, skeleton, applyTime, timelineBlend, attachments && alpha >= from.alphaAttachmentThreshold);
 				else {
-					// This fixes the WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
+					// This fixes the WebKit 602 specific issue described at https://esotericsoftware.com/forum/d/10109-ios-10-disappearing-graphics
 					Utils.webkit602BugfixHelper(alpha, blend);
 					if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == MixBlend.setup)
 						direction = MixDirection.mixIn;

+ 1 - 1
spine-ts/spine-core/src/PathConstraintData.ts

@@ -87,5 +87,5 @@ export enum SpacingMode { Length, Fixed, Percent, Proportional }
 
 /** Controls how bones are rotated, translated, and scaled to match the path.
  *
- * See [rotate mix](http://esotericsoftware.com/spine-path-constraints#Rotate-mix) in the Spine User Guide. */
+ * See [rotate mix](http://esotericsoftware.com/spine-path-constraints#Rotate-Mix) in the Spine User Guide. */
 export enum RotateMode { Tangent, Chain, ChainScale }

+ 1 - 1
spine-ts/spine-core/src/Utils.ts

@@ -329,7 +329,7 @@ export class Utils {
 		return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value;
 	}
 
-	// This function is used to fix WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
+	// This function is used to fix WebKit 602 specific issue described at https://esotericsoftware.com/forum/d/10109-ios-10-disappearing-graphics
 	static webkit602BugfixHelper (alpha: number, blend: MixBlend) {
 	}
 

+ 1 - 1
spine-ts/spine-core/src/attachments/PointAttachment.ts

@@ -35,7 +35,7 @@ import { VertexAttachment, Attachment } from "./Attachment.js";
  * used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
  * skin.
  *
- * See [Point Attachments](http://esotericsoftware.com/spine-point-attachments) in the Spine User Guide. */
+ * See [Point Attachments](https://esotericsoftware.com/spine-points) in the Spine User Guide. */
 export class PointAttachment extends VertexAttachment {
 	x: number = 0;
 	y: number = 0;

+ 1 - 1
spine-ue/README.md

@@ -31,7 +31,7 @@ spine-ue does not support multiply and screen blending. spine-ue does not suppor
 5. Add `SpinePlugin` to `PublicDependencyModuleNames` in your project's `Build.cs` file.
 6. Open the Unreal Project in the Unreal Editor
 
-See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine UE4 example.
+See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimes) on how to use the APIs or check out the Spine UE4 example.
 
 ## Example
 

+ 1 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/AssetUtility.cs

@@ -180,7 +180,7 @@ namespace Spine.Unity.Editor {
 							try {
 								attachmentType = (AttachmentType)System.Enum.Parse(typeof(AttachmentType), typeString, true);
 							} catch (System.ArgumentException e) {
-								// For more info, visit: http://esotericsoftware.com/forum/Spine-editor-and-runtime-version-management-6534
+								// For more info, visit: https://esotericsoftware.com/forum/d/6534-spine-editor-and-runtime-version-management
 								Debug.LogWarning(string.Format("Unidentified Attachment type: \"{0}\". Skeleton may have been exported from an incompatible Spine version.", typeString), spineJson);
 								throw e;
 							}

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

@@ -43,7 +43,7 @@ namespace Spine.Unity {
 	[ExecuteInEditMode]
 #endif
 	[AddComponentMenu("Spine/BoneFollower")]
-	[HelpURL("http://esotericsoftware.com/spine-unity#BoneFollower")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#BoneFollower")]
 	public class BoneFollower : MonoBehaviour {
 
 		#region Inspector

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

@@ -44,7 +44,7 @@ namespace Spine.Unity {
 #endif
 	[RequireComponent(typeof(RectTransform)), DisallowMultipleComponent]
 	[AddComponentMenu("Spine/UI/BoneFollowerGraphic")]
-	[HelpURL("http://esotericsoftware.com/spine-unity#BoneFollowerGraphic")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#BoneFollowerGraphic")]
 	public class BoneFollowerGraphic : MonoBehaviour {
 		public SkeletonGraphic skeletonGraphic;
 		public SkeletonGraphic SkeletonGraphic {

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

@@ -41,7 +41,7 @@ namespace Spine.Unity {
 #else
 	[ExecuteInEditMode]
 #endif
-	[HelpURL("http://esotericsoftware.com/spine-unity#BoundingBoxFollower")]
+	[HelpURL("http://esotericsoftware.com/spine-unity-utility-components#BoundingBoxFollower")]
 	public class BoundingBoxFollower : MonoBehaviour {
 		internal static bool DebugMessages = true;
 

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

@@ -41,7 +41,7 @@ namespace Spine.Unity {
 #else
 	[ExecuteInEditMode]
 #endif
-	[HelpURL("http://esotericsoftware.com/spine-unity#BoundingBoxFollowerGraphic")]
+	[HelpURL("http://esotericsoftware.com/spine-unity-utility-components#BoundingBoxFollowerGraphic")]
 	public class BoundingBoxFollowerGraphic : MonoBehaviour {
 		internal static bool DebugMessages = true;
 

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

@@ -41,7 +41,7 @@ namespace Spine.Unity {
 	[ExecuteInEditMode]
 #endif
 	[AddComponentMenu("Spine/Point Follower")]
-	[HelpURL("http://esotericsoftware.com/spine-unity#PointFollower")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#PointFollower")]
 	public class PointFollower : MonoBehaviour, IHasSkeletonRenderer, IHasSkeletonComponent {
 
 		public SkeletonRenderer skeletonRenderer;

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

@@ -45,7 +45,7 @@ namespace Spine.Unity {
 	/// For <c>SkeletonAnimation</c> or <c>SkeletonGraphic</c> please use
 	/// <see cref="SkeletonRootMotion">SkeletonRootMotion</see> instead.
 	/// </remarks>
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonMecanimRootMotion")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonMecanimRootMotion")]
 	public class SkeletonMecanimRootMotion : SkeletonRootMotionBase {
 		#region Inspector
 		const int DefaultMecanimLayerFlags = -1;

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

@@ -46,7 +46,7 @@ namespace Spine.Unity {
 	/// For <c>SkeletonMecanim</c> please use
 	/// <see cref="SkeletonMecanimRootMotion">SkeletonMecanimRootMotion</see> instead.
 	/// </remarks>
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRootMotion")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonRootMotion")]
 	public class SkeletonRootMotion : SkeletonRootMotionBase {
 		#region Inspector
 		const int DefaultAnimationTrackFlags = -1;

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

@@ -41,7 +41,7 @@ namespace Spine.Unity {
 	[ExecuteInEditMode]
 #endif
 	[AddComponentMenu("Spine/SkeletonAnimation")]
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonAnimation-Component")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-main-components#SkeletonAnimation-Component")]
 	public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent {
 
 		#region IAnimationStateComponent

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

@@ -49,7 +49,7 @@ namespace Spine.Unity {
 #endif
 	[RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
 	[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonGraphic-Component")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-main-components#SkeletonGraphic-Component")]
 	public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset {
 
 		#region Inspector

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

@@ -35,7 +35,7 @@ using UnityEditor.Animations;
 
 namespace Spine.Unity {
 	[RequireComponent(typeof(Animator))]
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonMecanim-Component")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-main-components#SkeletonMecanim-Component")]
 	public class SkeletonMecanim : SkeletonRenderer, ISkeletonAnimation {
 
 		[SerializeField] protected MecanimTranslator translator;

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

@@ -31,7 +31,7 @@ using UnityEngine;
 
 namespace Spine.Unity {
 	[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRenderSeparator")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonRenderSeparator")]
 	public class SkeletonPartsRenderer : MonoBehaviour {
 
 		#region Properties

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

@@ -47,7 +47,7 @@ namespace Spine.Unity {
 #else
 	[ExecuteInEditMode]
 #endif
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRenderSeparator")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonRenderSeparator")]
 	public class SkeletonRenderSeparator : MonoBehaviour {
 		public const int DefaultSortingOrderIncrement = 5;
 

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

@@ -65,7 +65,7 @@ namespace Spine.Unity {
 	[ExecuteInEditMode]
 #endif
 	[RequireComponent(typeof(MeshRenderer)), DisallowMultipleComponent]
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRenderer-Component")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-main-components#SkeletonRenderer-Component")]
 	public class SkeletonRenderer : MonoBehaviour, ISkeletonComponent, IHasSkeletonDataAsset {
 		public SkeletonDataAsset skeletonDataAsset;
 

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

@@ -41,7 +41,7 @@ namespace Spine.Unity {
 #else
 	[ExecuteInEditMode]
 #endif
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonGraphicCustomMaterials")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonGraphicCustomMaterials")]
 	public class SkeletonGraphicCustomMaterials : MonoBehaviour {
 
 		#region Inspector

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

@@ -44,7 +44,7 @@ namespace Spine.Unity {
 #else
 	[ExecuteInEditMode]
 #endif
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRendererCustomMaterials")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonRendererCustomMaterials")]
 	public class SkeletonRendererCustomMaterials : MonoBehaviour {
 
 		#region Inspector

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

@@ -42,7 +42,7 @@ namespace Spine.Unity {
 	[ExecuteInEditMode]
 #endif
 	[RequireComponent(typeof(ISkeletonAnimation))]
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonUtility")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtility")]
 	public sealed class SkeletonUtility : MonoBehaviour {
 
 		#region BoundingBoxAttachment

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

@@ -41,7 +41,7 @@ namespace Spine.Unity {
 	[ExecuteInEditMode]
 #endif
 	[AddComponentMenu("Spine/SkeletonUtilityBone")]
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonUtilityBone")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone")]
 	public class SkeletonUtilityBone : MonoBehaviour {
 		public enum Mode {
 			Follow,

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

@@ -41,7 +41,7 @@ namespace Spine.Unity {
 	[ExecuteInEditMode]
 #endif
 	[RequireComponent(typeof(SkeletonUtilityBone))]
-	[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonUtilityConstraint")]
+	[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityConstraint")]
 	public abstract class SkeletonUtilityConstraint : MonoBehaviour {
 
 		protected SkeletonUtilityBone bone;

+ 1 - 1
spine-unity/README.md

@@ -31,7 +31,7 @@ spine-unity is compatible with Unity 2017.1-6000.0.
 1. Create an empty Unity project (or use an existing project).
 2. Download and import the [`spine-unity.unitypackage`](http://esotericsoftware.com/spine-unity-download/).
 
-See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs and check out the spine-unity examples for demonstrations of Unity specific features.
+See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimes) on how to use the APIs and check out the spine-unity examples for demonstrations of Unity specific features.
 
 ## Example