From 24e17bfeeacb252c36ebb506a0e3dd57f1955500 Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Wed, 2 Sep 2020 20:14:02 +0200 Subject: [PATCH] [unity] Fixed SkeletonMecanim MixModes being incorrectly initialized (`AlwaysMix` vs `MixNext`) when `Custom MixMode` is enabled and the Component was just created/reset or new Mecanim layers were added. --- .../Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 1e916514c..98da35cb1 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs @@ -278,7 +278,7 @@ namespace Spine.Unity { bool isAdditiveLayer = false; if (layer < layerBlendModes.Length) isAdditiveLayer = layerBlendModes[layer] == MixBlend.Add; - layerMixModes[layer] = isAdditiveLayer ? MixMode.MixNext : MixMode.AlwaysMix; + layerMixModes[layer] = isAdditiveLayer ? MixMode.AlwaysMix : MixMode.MixNext; } }