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[unity] Fixed mask material generation issuing incorrect warnings when only animation sets visible attachments. Applying initial animation before mask material generation. Closes #2363.
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@ -310,6 +310,12 @@ namespace Spine.Unity.Editor {
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if (oldAnimationState != null) {
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stateComponent.AnimationState.AssignEventSubscribersFrom(oldAnimationState);
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}
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if (stateComponent != null) {
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// Any set animation needs to be applied as well since it might set attachments,
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// having an effect on generated SpriteMaskMaterials below.
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stateComponent.AnimationState.Apply(component.skeleton);
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component.LateUpdate();
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}
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#if BUILT_IN_SPRITE_MASK_COMPONENT
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SpineMaskUtilities.EditorAssignSpriteMaskMaterials(component);
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@ -176,7 +176,7 @@ namespace Spine.Unity.Editor {
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Material[] currentMaterials = meshRenderer.sharedMaterials;
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if (currentMaterials.Length == 0 || currentMaterials[0] == null) {
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Debug.LogWarning("No materials found assigned at " + skeleton.name);
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// Note: if no attachments are visible, no materials are set. This is a valid state.
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return false;
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}
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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"description": "This plugin provides the spine-unity runtime core.",
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"version": "4.1.22",
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"version": "4.1.23",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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