From 1707c8ce428cb3fb257921de5e94df0261b8cd2f Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Fri, 5 Jun 2020 21:21:08 +0200 Subject: [PATCH] [unity] Fixed a clipping bug when there are two clipping meshes and clipping-end-slot is a skin bone that is disabled (Clipping.endClipping not called when slot.bone.active==false). See #1694. --- .../Runtime/spine-unity/Mesh Generation/MeshGenerator.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs index 153f94e6f..87da59f34 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs @@ -503,7 +503,10 @@ namespace Spine.Unity { for (int slotIndex = instruction.startSlot; slotIndex < instruction.endSlot; slotIndex++) { var slot = drawOrderItems[slotIndex]; - if (!slot.bone.active) continue; + if (!slot.bone.active) { + clipper.ClipEnd(slot); + continue; + } var attachment = slot.attachment; float z = zSpacing * slotIndex;