diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonUtilityBoneInspector.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonUtilityBoneInspector.cs index 090dab130..b4e12b683 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonUtilityBoneInspector.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonUtilityBoneInspector.cs @@ -319,7 +319,8 @@ namespace Spine.Unity.Editor { GameObject commonParentObject = new GameObject(skeletonUtility.name + " HingeChain Parent " + utilityBone.name); var commonParentActivateOnFlip = commonParentObject.AddComponent(); - commonParentActivateOnFlip.skeletonRenderer = skeletonUtility.SkeletonComponent; + commonParentActivateOnFlip.skeletonRenderer = skeletonUtility.skeletonRenderer; + commonParentActivateOnFlip.skeletonGraphic = skeletonUtility.skeletonGraphic; // HingeChain Parent // Needs to be on top hierarchy level (not attached to the moving skeleton at least) for physics to apply proper momentum. diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/ActivateBasedOnFlipDirection.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/ActivateBasedOnFlipDirection.cs index 4d98ce16e..4855fd089 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/ActivateBasedOnFlipDirection.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/ActivateBasedOnFlipDirection.cs @@ -39,21 +39,24 @@ namespace Spine.Unity { /// public class ActivateBasedOnFlipDirection : MonoBehaviour { - public ISkeletonComponent skeletonRenderer; + public SkeletonRenderer skeletonRenderer; + public SkeletonGraphic skeletonGraphic; public GameObject activeOnNormalX; public GameObject activeOnFlippedX; HingeJoint2D[] jointsNormalX; HingeJoint2D[] jointsFlippedX; + ISkeletonComponent skeletonComponent; bool wasFlippedXBefore = false; private void Start () { jointsNormalX = activeOnNormalX.GetComponentsInChildren(); jointsFlippedX = activeOnFlippedX.GetComponentsInChildren(); + skeletonComponent = skeletonRenderer != null ? (ISkeletonComponent)skeletonRenderer : (ISkeletonComponent)skeletonGraphic; } private void FixedUpdate () { - bool isFlippedX = (skeletonRenderer.Skeleton.ScaleX < 0); + bool isFlippedX = (skeletonComponent.Skeleton.ScaleX < 0); if (isFlippedX != wasFlippedXBefore) { HandleFlip(isFlippedX); }