diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
index 246e38171..ac5994eb3 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
@@ -572,13 +572,25 @@ namespace Spine.Unity {
/// When enabled, Transform rotation is applied to skeleton PhysicsConstraints.
public bool applyRotationToPhysics = true;
/// Reference transform relative to which physics movement will be calculated, or null to use world location.
- public Transform physicsMovementRelativeTo = null;
+ [SerializeField] protected Transform physicsMovementRelativeTo = null;
/// Used for applying Transform translation to skeleton PhysicsConstraints.
protected Vector2 lastPosition;
/// Used for applying Transform rotation to skeleton PhysicsConstraints.
protected float lastRotation;
+ /// Reference transform relative to which physics movement will be calculated, or null to use world location.
+ public Transform PhysicsMovementRelativeTo {
+ get {
+ return physicsMovementRelativeTo;
+ }
+ set {
+ physicsMovementRelativeTo = value;
+ if (applyTranslationToPhysics) ResetLastPosition();
+ if (applyRotationToPhysics) ResetLastRotation();
+ }
+ }
+
public void ResetLastPosition () {
lastPosition = GetPhysicsTransformPosition();
}
diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
index 51cebc816..a07f2cde4 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
@@ -294,13 +294,25 @@ namespace Spine.Unity {
/// When enabled, Transform rotation is applied to skeleton PhysicsConstraints.
public bool applyRotationToPhysics = true;
/// Reference transform relative to which physics movement will be calculated, or null to use world location.
- public Transform physicsMovementRelativeTo = null;
+ [SerializeField] protected Transform physicsMovementRelativeTo = null;
/// Used for applying Transform translation to skeleton PhysicsConstraints.
protected Vector2 lastPosition;
/// Used for applying Transform rotation to skeleton PhysicsConstraints.
protected float lastRotation;
+ /// Reference transform relative to which physics movement will be calculated, or null to use world location.
+ public Transform PhysicsMovementRelativeTo {
+ get {
+ return physicsMovementRelativeTo;
+ }
+ set {
+ physicsMovementRelativeTo = value;
+ if (applyTranslationToPhysics) ResetLastPosition();
+ if (applyRotationToPhysics) ResetLastRotation();
+ }
+ }
+
public void ResetLastPosition () {
lastPosition = GetPhysicsTransformPosition();
}