diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs
index cfc5ddf29..315f9e37e 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs
@@ -134,14 +134,16 @@ namespace Spine.Unity {
#region Runtime Instantiation
/// Adds and prepares a SkeletonAnimation component to a GameObject at runtime.
/// The newly instantiated SkeletonAnimation
- public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
- return SkeletonRenderer.AddSpineComponent(gameObject, skeletonDataAsset);
+ public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset,
+ bool quiet = false) {
+ return SkeletonRenderer.AddSpineComponent(gameObject, skeletonDataAsset, quiet);
}
/// Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.
/// The newly instantiated SkeletonAnimation component.
- public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) {
- return SkeletonRenderer.NewSpineGameObject(skeletonDataAsset);
+ public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset,
+ bool quiet = false) {
+ return SkeletonRenderer.NewSpineGameObject(skeletonDataAsset, quiet);
}
#endregion
@@ -155,10 +157,10 @@ namespace Spine.Unity {
///
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.
/// If set to true, force overwrite an already initialized object.
- public override void Initialize (bool overwrite) {
+ public override void Initialize (bool overwrite, bool quiet = false) {
if (valid && !overwrite)
return;
- base.Initialize(overwrite);
+ base.Initialize(overwrite, quiet);
if (!valid)
return;
diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs
index c6bf63b27..14b30c7cc 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs
@@ -69,11 +69,11 @@ namespace Spine.Unity {
public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
#endregion
- public override void Initialize (bool overwrite) {
+ public override void Initialize (bool overwrite, bool quiet = false) {
if (valid && !overwrite)
return;
- base.Initialize(overwrite);
+ base.Initialize(overwrite, quiet);
if (!valid)
return;
diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
index 2fea2f7d4..bf442ce19 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
@@ -247,17 +247,17 @@ namespace Spine.Unity {
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
#region Runtime Instantiation
- public static T NewSpineGameObject (SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
- return SkeletonRenderer.AddSpineComponent(new GameObject("New Spine GameObject"), skeletonDataAsset);
+ public static T NewSpineGameObject (SkeletonDataAsset skeletonDataAsset, bool quiet = false) where T : SkeletonRenderer {
+ return SkeletonRenderer.AddSpineComponent(new GameObject("New Spine GameObject"), skeletonDataAsset, quiet);
}
/// Add and prepare a Spine component that derives from SkeletonRenderer to a GameObject at runtime.
/// T should be SkeletonRenderer or any of its derived classes.
- public static T AddSpineComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
+ public static T AddSpineComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, bool quiet = false) where T : SkeletonRenderer {
var c = gameObject.AddComponent();
if (skeletonDataAsset != null) {
c.skeletonDataAsset = skeletonDataAsset;
- c.Initialize(false);
+ c.Initialize(false, quiet);
}
return c;
}
@@ -315,7 +315,7 @@ namespace Spine.Unity {
///
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Skeleton object and buffers.
/// If set to true, it will overwrite internal objects if they were already generated. Otherwise, the initialized component will ignore subsequent calls to initialize.
- public virtual void Initialize (bool overwrite) {
+ public virtual void Initialize (bool overwrite, bool quiet = false) {
if (valid && !overwrite)
return;
@@ -361,7 +361,7 @@ namespace Spine.Unity {
#if UNITY_EDITOR
if (!Application.isPlaying) {
string errorMessage = null;
- if (MaterialChecks.IsMaterialSetupProblematic(this, ref errorMessage))
+ if (quiet || MaterialChecks.IsMaterialSetupProblematic(this, ref errorMessage))
Debug.LogWarningFormat(this, "Problematic material setup at {0}: {1}", this.name, errorMessage);
}
#endif