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* Improved `Advanced - Fix Prefab Override MeshFilter` property for `SkeletonRenderer` (and subclasses`SkeletonAnimation` and `SkeletonMecanim`), now providing an additional option to use a global value which can be set in `Edit - Preferences - Spine`.
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* Improved `Advanced - Fix Prefab Override MeshFilter` property for `SkeletonRenderer` (and subclasses`SkeletonAnimation` and `SkeletonMecanim`), now providing an additional option to use a global value which can be set in `Edit - Preferences - Spine`.
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* `SkeletonAnimation`, `SkeletonMecanim` and `SkeletonGraphic` now provide an Inspector parameter `Advanced` - `Animation Update` with modes `In Update` **(previous behaviour, the default)**, `In FixedUpdate` and `Manual Update`. This allows to update animation in `FixedUpdate` when using the `SkeletonRootMotion` component (which is the recommended combination now, issuing a warning otherwise). The reason is that when root motion leads to a collision with a physics collider, it can introduce jittery excess movement when updating animation in `Update` due to more `Update` calls following a single `FixedUpdate` call.
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* `SkeletonAnimation`, `SkeletonMecanim` and `SkeletonGraphic` now provide an Inspector parameter `Advanced` - `Animation Update` with modes `In Update` **(previous behaviour, the default)**, `In FixedUpdate` and `Manual Update`. This allows to update animation in `FixedUpdate` when using the `SkeletonRootMotion` component (which is the recommended combination now, issuing a warning otherwise). The reason is that when root motion leads to a collision with a physics collider, it can introduce jittery excess movement when updating animation in `Update` due to more `Update` calls following a single `FixedUpdate` call.
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* Added `SkeletonRootMotion` properties `PreviousRigidbodyRootMotion` and `AdditionalRigidbody2DMovement`. Setting or querying these movement vectors can be necessary when multiple scripts call `Rigidbody2D.MovePosition` on the same object where the last call overwrites the effect of preceding ones.
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* Added `SkeletonRootMotion` properties `PreviousRigidbodyRootMotion` and `AdditionalRigidbody2DMovement`. Setting or querying these movement vectors can be necessary when multiple scripts call `Rigidbody2D.MovePosition` on the same object where the last call overwrites the effect of preceding ones.
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