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[unity] Skip SkeletonUtility follow post-local phase if bones are not constrained.
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@ -142,9 +142,9 @@ namespace Spine.Unity {
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break;
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case UpdatePhase.World:
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case UpdatePhase.Complete:
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// Use Applied transform values (ax, ay, AppliedRotation, ascale) because world values may be modified by constraints.
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// Use Applied transform values (ax, ay, AppliedRotation, ascale) if world values were modified by constraints.
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if (!bone.appliedValid) {
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bone.UpdateAppliedTransform();
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if (position)
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thisTransform.localPosition = new Vector3(bone.ax, bone.ay, 0);
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@ -161,6 +161,7 @@ namespace Spine.Unity {
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thisTransform.localScale = new Vector3(bone.ascaleX, bone.ascaleY, 1f);
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incompatibleTransformMode = BoneTransformModeIncompatible(bone);
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}
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}
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break;
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}
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