diff --git a/CHANGELOG.md b/CHANGELOG.md
index 779388f32..e156f0265 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -137,7 +137,7 @@
### Unity
-* **Officially supported Unity versions are 2017.1-2022.1**.
+* **Officially supported Unity versions are 2017.1-2023.1**.
* **Additions**
* `SpineAtlasAsset.CreateRuntimeInstance` methods now provide an optional `newCustomTextureLoader` parameter (defaults to `null`) which can be set to e.g. `(a) => new YourCustomTextureLoader(a)` to use your own `TextureLoader` subclass instead of `MaterialsTextureLoader`.
@@ -171,6 +171,7 @@
* Tint Black: Added support for [Tint Black](http://en.esotericsoftware.com/spine-slots#Tint-black) functionality at all Spine URP shaders (2D and 3D shaders) and at all standard pipeline `Spine/Sprite` shaders. This feature can be enabled via the `Tint Black` material parameter in the Inspector. Note: The URP Sprite shaders provided in the Spine URP Shaders extension UPM package require the latest version of the spine-unity runtime (package version 4.1.12, 2023-05-31 or newer) to display the added material parameters in the Inspector GUI.
* Added `SkeletonGraphic.MeshScale` property to allow access to calculated mesh scale. `MeshScale` is based on (1) Canvas pixels per unit, and (2) `RectTransform` bounds when using `Layout Scale Mode` other than `None` at `SkeletonGraphic` which scales the skeleton mesh to fit the parent `RectTransform` bounds accordingly.
* Added `updateSeparatorPartScale` property to `SkeletonGraphic` to let render separator parts follow the scale (lossy scale) of the `SkeletonGraphic` GameObject. Defaults to `false` to maintain existing behaviour.
+ * Added experimental `EditorSkeletonPlayer` component to allow Editor playback of the initial animation set at `SkeletonAnimation` or `SkeletonGraphic` components. Add this component to your skeleton GameObject to enable the in-editor animation preview. Allows configurations for continuous playback when selected, deselected, and alternative single-frame preview by setting `Fixed Track Time` to any value other than 0. Limitations: At skeletons with variable material count the Inspector preview may be too unresponsive. It is then recommended to disable the `EditorSkeletonPlayer` component (at the top of the Inspector) to make it responsive again, then you can disable `Play When Selected` and re-enable the component to preview playback only when deselected.
* **Breaking changes**
* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.
diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs
new file mode 100644
index 000000000..da4d8b7a8
--- /dev/null
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs
@@ -0,0 +1,192 @@
+/******************************************************************************
+ * Spine Runtimes License Agreement
+ * Last updated July 28, 2023. Replaces all prior versions.
+ *
+ * Copyright (c) 2013-2023, Esoteric Software LLC
+ *
+ * Integration of the Spine Runtimes into software or otherwise creating
+ * derivative works of the Spine Runtimes is permitted under the terms and
+ * conditions of Section 2 of the Spine Editor License Agreement:
+ * http://esotericsoftware.com/spine-editor-license
+ *
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software or
+ * otherwise create derivative works of the Spine Runtimes (collectively,
+ * "Products"), provided that each user of the Products must obtain their own
+ * Spine Editor license and redistribution of the Products in any form must
+ * include this license and copyright notice.
+ *
+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
+ * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+
+#if UNITY_EDITOR
+using UnityEditor;
+using UnityEditor.Callbacks;
+using UnityEngine;
+
+namespace Spine.Unity {
+
+ ///
+ /// Experimental Editor Skeleton Player component enabling Editor playback of the
+ /// selected animation outside of Play mode for SkeletonAnimation and SkeletonGraphic.
+ ///
+ [ExecuteInEditMode]
+ [AddComponentMenu("Spine/EditorSkeletonPlayer")]
+ [RequireComponent(typeof(ISkeletonAnimation))]
+ public class EditorSkeletonPlayer : MonoBehaviour {
+ public bool playWhenSelected = true;
+ public bool playWhenDeselected = true;
+ public float fixedTrackTime = 0.0f;
+ private IEditorSkeletonWrapper skeletonWrapper;
+ private TrackEntry trackEntry;
+ private string oldAnimationName;
+ private bool oldLoop;
+ private double oldTime;
+
+ [DidReloadScripts]
+ private static void OnReloaded () {
+ // Force start when scripts are reloaded
+ EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType();
+
+ foreach (EditorSkeletonPlayer editorSpineAnimation in editorSpineAnimations)
+ editorSpineAnimation.Start();
+ }
+
+ private void Reset () {
+ // Note: when a skeleton has a varying number of active materials,
+ // we're moving this component first in the hierarchy to still be
+ // able to disable this component.
+ for (int i = 0; i < 10; ++i)
+ UnityEditorInternal.ComponentUtility.MoveComponentUp(this);
+ }
+
+ private void Start () {
+ if (Application.isPlaying) return;
+
+ if (skeletonWrapper == null) {
+ SkeletonAnimation skeletonAnimation;
+ SkeletonGraphic skeletonGraphic;
+ if (skeletonAnimation = this.GetComponent())
+ skeletonWrapper = new SkeletonAnimationWrapper(skeletonAnimation);
+ else if (skeletonGraphic = this.GetComponent())
+ skeletonWrapper = new SkeletonGraphicWrapper(skeletonGraphic);
+ }
+
+ oldTime = EditorApplication.timeSinceStartup;
+ EditorApplication.update += EditorUpdate;
+ }
+
+ private void OnDestroy () {
+ EditorApplication.update -= EditorUpdate;
+ }
+
+ private void Update () {
+ if (enabled == false || Application.isPlaying) return;
+ if (skeletonWrapper == null) return;
+ if (skeletonWrapper.State == null || skeletonWrapper.State.Tracks.Count == 0) return;
+
+ TrackEntry currentEntry = skeletonWrapper.State.Tracks.Items[0];
+ if (currentEntry != null && fixedTrackTime != 0) {
+ currentEntry.TrackTime = fixedTrackTime;
+ }
+ }
+
+ private void EditorUpdate () {
+ if (enabled == false || Application.isPlaying) return;
+ if (skeletonWrapper == null) return;
+ if (skeletonWrapper.State == null) return;
+ bool isSelected = Selection.Contains(this.gameObject);
+ if (!this.playWhenSelected && isSelected) return;
+ if (!this.playWhenDeselected && !isSelected) return;
+ if (fixedTrackTime != 0) return;
+
+ // Update animation
+ if (oldAnimationName != skeletonWrapper.AnimationName || oldLoop != skeletonWrapper.Loop) {
+ SkeletonData skeletonData = skeletonWrapper.SkeletonData;
+ Spine.Animation animation = (skeletonData == null || skeletonWrapper.AnimationName == null) ?
+ null : skeletonData.FindAnimation(skeletonWrapper.AnimationName);
+ if (animation != null)
+ trackEntry = skeletonWrapper.State.SetAnimation(0, skeletonWrapper.AnimationName, skeletonWrapper.Loop);
+ else
+ trackEntry = skeletonWrapper.State.SetEmptyAnimation(0, 0);
+ oldAnimationName = skeletonWrapper.AnimationName;
+ oldLoop = skeletonWrapper.Loop;
+ }
+
+ // Update speed
+ if (trackEntry != null)
+ trackEntry.TimeScale = skeletonWrapper.Speed;
+
+ float deltaTime = (float)(EditorApplication.timeSinceStartup - oldTime);
+ skeletonWrapper.Update(deltaTime);
+ oldTime = EditorApplication.timeSinceStartup;
+
+ // Force repaint to update animation smoothly
+#if UNITY_2017_2_OR_NEWER
+ EditorApplication.QueuePlayerLoopUpdate();
+#else
+ SceneView.RepaintAll();
+#endif
+ }
+
+ private class SkeletonAnimationWrapper : IEditorSkeletonWrapper {
+ private SkeletonAnimation skeletonAnimation;
+
+ public SkeletonAnimationWrapper (SkeletonAnimation skeletonAnimation) {
+ this.skeletonAnimation = skeletonAnimation;
+ }
+
+ public Spine.SkeletonData SkeletonData {
+ get {
+ if (!skeletonAnimation.SkeletonDataAsset) return null;
+ return skeletonAnimation.SkeletonDataAsset.GetSkeletonData(true);
+ }
+ }
+
+ public string AnimationName { get { return skeletonAnimation.AnimationName; } }
+ public bool Loop { get { return skeletonAnimation.loop; } }
+ public float Speed { get { return skeletonAnimation.timeScale; } }
+ public Spine.AnimationState State { get { return skeletonAnimation.state; } }
+
+ public void Update (float deltaTime) {
+ skeletonAnimation.Update(deltaTime);
+ }
+ }
+
+ private class SkeletonGraphicWrapper : IEditorSkeletonWrapper {
+ private SkeletonGraphic skeletonGraphic;
+
+ public SkeletonGraphicWrapper (SkeletonGraphic skeletonGraphic) {
+ this.skeletonGraphic = skeletonGraphic;
+ }
+
+ public Spine.SkeletonData SkeletonData { get { return skeletonGraphic.SkeletonData; } }
+ public string AnimationName { get { return skeletonGraphic.startingAnimation; } }
+ public bool Loop { get { return skeletonGraphic.startingLoop; } }
+ public float Speed { get { return skeletonGraphic.timeScale; } }
+ public Spine.AnimationState State { get { return skeletonGraphic.AnimationState; } }
+
+ public void Update (float deltaTime) {
+ skeletonGraphic.Update(deltaTime);
+ }
+ }
+
+ private interface IEditorSkeletonWrapper {
+ string AnimationName { get; }
+ Spine.SkeletonData SkeletonData { get; }
+ bool Loop { get; }
+ float Speed { get; }
+ Spine.AnimationState State { get; }
+ void Update (float deltaTime);
+ }
+ }
+}
+#endif
diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs.meta
new file mode 100644
index 000000000..acdcc3044
--- /dev/null
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8b473abb659158442b906826a22f18bc
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/spine-unity/Assets/Spine/package.json b/spine-unity/Assets/Spine/package.json
index 0c72c5e12..858510509 100644
--- a/spine-unity/Assets/Spine/package.json
+++ b/spine-unity/Assets/Spine/package.json
@@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity",
"displayName": "spine-unity Runtime",
"description": "This plugin provides the spine-unity runtime core.",
- "version": "4.2.17",
+ "version": "4.2.18",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",