From 0515b398f491e2f464f3d5606a3a23d2c3fd7f6d Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Mon, 28 Aug 2023 19:53:45 +0200 Subject: [PATCH] [unity] Finalizing changes after pull request #2351, commit 01273670. Finalizes support for arbitrary frame animation preview in Scene, closes #1304. --- CHANGELOG.md | 3 ++- spine-unity/Assets/Spine/package.json | 2 +- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 8fa766440..5f04094c3 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -70,7 +70,7 @@ ### Unity -* **Officially supported Unity versions are 2017.1-2022.1**. +* **Officially supported Unity versions are 2017.1-2023.1**. * **Additions** * `SpineAtlasAsset.CreateRuntimeInstance` methods now provide an optional `newCustomTextureLoader` parameter (defaults to `null`) which can be set to e.g. `(a) => new YourCustomTextureLoader(a)` to use your own `TextureLoader` subclass instead of `MaterialsTextureLoader`. @@ -104,6 +104,7 @@ * Tint Black: Added support for [Tint Black](http://en.esotericsoftware.com/spine-slots#Tint-black) functionality at all Spine URP shaders (2D and 3D shaders) and at all standard pipeline `Spine/Sprite` shaders. This feature can be enabled via the `Tint Black` material parameter in the Inspector. Note: The URP Sprite shaders provided in the Spine URP Shaders extension UPM package require the latest version of the spine-unity runtime (package version 4.1.12, 2023-05-31 or newer) to display the added material parameters in the Inspector GUI. * Added `SkeletonGraphic.MeshScale` property to allow access to calculated mesh scale. `MeshScale` is based on (1) Canvas pixels per unit, and (2) `RectTransform` bounds when using `Layout Scale Mode` other than `None` at `SkeletonGraphic` which scales the skeleton mesh to fit the parent `RectTransform` bounds accordingly. * Added `updateSeparatorPartScale` property to `SkeletonGraphic` to let render separator parts follow the scale (lossy scale) of the `SkeletonGraphic` GameObject. Defaults to `false` to maintain existing behaviour. + * Added experimental `EditorSkeletonPlayer` component to allow Editor playback of the initial animation set at `SkeletonAnimation` or `SkeletonGraphic` components. Add this component to your skeleton GameObject to enable the in-editor animation preview. Allows configurations for continuous playback when selected, deselected, and alternative single-frame preview by setting `Fixed Track Time` to any value other than 0. Limitations: At skeletons with variable material count the Inspector preview may be too unresponsive. It is then recommended to disable the `EditorSkeletonPlayer` component (at the top of the Inspector) to make it responsive again, then you can disable `Play When Selected` and re-enable the component to preview playback only when deselected. * **Breaking changes** * Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead. diff --git a/spine-unity/Assets/Spine/package.json b/spine-unity/Assets/Spine/package.json index b596ebe63..6e66d12bc 100644 --- a/spine-unity/Assets/Spine/package.json +++ b/spine-unity/Assets/Spine/package.json @@ -2,7 +2,7 @@ "name": "com.esotericsoftware.spine.spine-unity", "displayName": "spine-unity Runtime", "description": "This plugin provides the spine-unity runtime core.", - "version": "4.1.17", + "version": "4.1.18", "unity": "2018.3", "author": { "name": "Esoteric Software",