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[unity] SkeletonRenderTexture set dynamic GameObject layer same as original Renderer. Closes #2648.
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@ -86,6 +86,7 @@ namespace Spine.Unity.Examples {
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void CreateQuadChild () {
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void CreateQuadChild () {
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quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
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quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
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quad.transform.SetParent(this.transform.parent, false);
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quad.transform.SetParent(this.transform.parent, false);
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quad.layer = meshRenderer.gameObject.layer;
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quadMeshRenderer = quad.GetComponent<MeshRenderer>();
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quadMeshRenderer = quad.GetComponent<MeshRenderer>();
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quadMeshFilter = quad.GetComponent<MeshFilter>();
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quadMeshFilter = quad.GetComponent<MeshFilter>();
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity",
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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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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"description": "This plugin provides the spine-unity runtime core.",
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"version": "4.2.96",
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"version": "4.2.97",
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"unity": "2018.3",
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"unity": "2018.3",
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"author": {
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"author": {
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"name": "Esoteric Software",
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"name": "Esoteric Software",
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