diff --git a/spine-tk2d/Assets/Spine/BoneComponent.cs b/spine-tk2d/Assets/Spine/BoneComponent.cs
index ea88c227e..4486f3343 100644
--- a/spine-tk2d/Assets/Spine/BoneComponent.cs
+++ b/spine-tk2d/Assets/Spine/BoneComponent.cs
@@ -38,7 +38,9 @@ using Spine;
[ExecuteInEditMode]
[AddComponentMenu("Spine/BoneComponent")]
public class BoneComponent : MonoBehaviour {
+ [System.NonSerialized]
public bool valid;
+
public SkeletonRenderer skeletonRenderer;
public Bone bone;
diff --git a/spine-tk2d/Assets/Spine/SkeletonRenderer.cs b/spine-tk2d/Assets/Spine/SkeletonRenderer.cs
index 69c668079..c46708d4f 100644
--- a/spine-tk2d/Assets/Spine/SkeletonRenderer.cs
+++ b/spine-tk2d/Assets/Spine/SkeletonRenderer.cs
@@ -37,7 +37,9 @@ using Spine;
/// Renders a skeleton.
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class SkeletonRenderer : MonoBehaviour {
+ [System.NonSerialized]
public bool valid;
+ [System.NonSerialized]
public Skeleton skeleton;
public SkeletonDataAsset skeletonDataAsset;
diff --git a/spine-tk2d/Assets/examples/spineboy/Spineboy.cs b/spine-tk2d/Assets/examples/spineboy/Spineboy.cs
index 615b0e4e0..04bcbd931 100644
--- a/spine-tk2d/Assets/examples/spineboy/Spineboy.cs
+++ b/spine-tk2d/Assets/examples/spineboy/Spineboy.cs
@@ -41,8 +41,8 @@ public class Spineboy : MonoBehaviour {
skeletonAnimation = GetComponent();
// Call our method any time an animation fires an event.
skeletonAnimation.state.Event += Event;
- // Queue jump to be played on track 0 three seconds after the starting animation.
- skeletonAnimation.state.AddAnimation(0, "jump", false, 3);
+ // Queue jump to be played on track 0 two seconds after the starting animation.
+ skeletonAnimation.state.AddAnimation(0, "jump", false, 2);
// Queue walk to be looped on track 0 after the jump animation.
skeletonAnimation.state.AddAnimation(0, "run", true, 0);
}
diff --git a/spine-unity/Assets/Spine/BoneComponent.cs b/spine-unity/Assets/Spine/BoneComponent.cs
index ea88c227e..4486f3343 100644
--- a/spine-unity/Assets/Spine/BoneComponent.cs
+++ b/spine-unity/Assets/Spine/BoneComponent.cs
@@ -38,7 +38,9 @@ using Spine;
[ExecuteInEditMode]
[AddComponentMenu("Spine/BoneComponent")]
public class BoneComponent : MonoBehaviour {
+ [System.NonSerialized]
public bool valid;
+
public SkeletonRenderer skeletonRenderer;
public Bone bone;
diff --git a/spine-unity/Assets/Spine/SkeletonRenderer.cs b/spine-unity/Assets/Spine/SkeletonRenderer.cs
index eab839b7f..fc5a6dc3c 100644
--- a/spine-unity/Assets/Spine/SkeletonRenderer.cs
+++ b/spine-unity/Assets/Spine/SkeletonRenderer.cs
@@ -37,9 +37,11 @@ using Spine;
/// Renders a skeleton.
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class SkeletonRenderer : MonoBehaviour {
+ [System.NonSerialized]
public bool valid;
+ [System.NonSerialized]
public Skeleton skeleton;
-
+
public SkeletonDataAsset skeletonDataAsset;
public String initialSkinName;
public bool calculateNormals;
diff --git a/spine-unity/Assets/examples/spineboy/Spineboy.cs b/spine-unity/Assets/examples/spineboy/Spineboy.cs
index a97e632a5..86921e512 100644
--- a/spine-unity/Assets/examples/spineboy/Spineboy.cs
+++ b/spine-unity/Assets/examples/spineboy/Spineboy.cs
@@ -41,8 +41,8 @@ public class Spineboy : MonoBehaviour {
skeletonAnimation = GetComponent();
// Call our method any time an animation fires an event.
skeletonAnimation.state.Event += Event;
- // Queue jump to be played on track 0 tree seconds after the starting animation.
- skeletonAnimation.state.AddAnimation(0, "jump", false, 3);
+ // Queue jump to be played on track 0 two seconds after the starting animation.
+ skeletonAnimation.state.AddAnimation(0, "jump", false, 2);
// Queue walk to be looped on track 0 after the jump animation.
skeletonAnimation.state.AddAnimation(0, "run", true, 0);
}