diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs
index c4df91dce..cd13d900f 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs
@@ -31,6 +31,12 @@
#define MESH_SET_TRIANGLES_PROVIDES_LENGTH_PARAM
#endif
+#if !UNITY_2020_1_OR_NEWER
+// Note: on Unity 2019.4 or older, e.g. operator* was not inlined via AggressiveInlining and at least with some
+// configurations will lead to unnecessary overhead.
+#define MANUALLY_INLINE_VECTOR_OPERATORS
+#endif
+
// Not for optimization. Do not disable.
#define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame.
//#define SPINE_DEBUG
@@ -1112,7 +1118,13 @@ namespace Spine.Unity {
public void ScaleVertexData (float scale) {
Vector3[] vbi = vertexBuffer.Items;
for (int i = 0, n = vertexBuffer.Count; i < n; i++) {
- vbi[i] *= scale; // vbi[i].x *= scale; vbi[i].y *= scale;
+#if MANUALLY_INLINE_VECTOR_OPERATORS
+ vbi[i].x *= scale;
+ vbi[i].y *= scale;
+ vbi[i].z *= scale;
+#else
+ vbi[i] *= scale;
+#endif
}
meshBoundsMin *= scale;
@@ -1124,7 +1136,13 @@ namespace Spine.Unity {
Vector3 offset = new Vector3(offset2D.x, offset2D.y);
Vector3[] vbi = vertexBuffer.Items;
for (int i = 0, n = vertexBuffer.Count; i < n; i++) {
+#if MANUALLY_INLINE_VECTOR_OPERATORS
+ vbi[i].x = vbi[i].x * scale + offset.x;
+ vbi[i].y = vbi[i].y * scale + offset.y;
+ vbi[i].z = vbi[i].z * scale + offset.z;
+#else
vbi[i] = vbi[i] * scale + offset;
+#endif
}
meshBoundsMin *= scale;
@@ -1184,9 +1202,9 @@ namespace Spine.Unity {
}
}
}
- #endregion
+#endregion
- #region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
+#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
public void FillVertexData (Mesh mesh) {
Vector3[] vbi = vertexBuffer.Items;
Vector2[] ubi = uvBuffer.Items;
@@ -1266,7 +1284,7 @@ namespace Spine.Unity {
mesh.SetTriangles(submeshesItems[i].Items, i, false);
#endif
}
- #endregion
+#endregion
public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
if (minimumVertexCount > vertexBuffer.Items.Length) {
@@ -1314,7 +1332,7 @@ namespace Spine.Unity {
if (tangents != null) Array.Resize(ref tangents, vbiLength);
}
- #region TangentSolver2D
+#region TangentSolver2D
// Thanks to contributions from forum user ToddRivers
/// Step 1 of solving tangents. Ensure you have buffers of the correct size.
@@ -1401,9 +1419,9 @@ namespace Spine.Unity {
tangents[i] = tangent;
}
}
- #endregion
+#endregion
- #region AttachmentRendering
+#region AttachmentRendering
static List AttachmentVerts = new List();
static List AttachmentUVs = new List();
static List AttachmentColors32 = new List();
@@ -1515,6 +1533,6 @@ namespace Spine.Unity {
AttachmentColors32.Clear();
AttachmentIndices.Clear();
}
- #endregion
+#endregion
}
}
diff --git a/spine-unity/Assets/Spine/package.json b/spine-unity/Assets/Spine/package.json
index c57ecee37..1dbe46b10 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": "4.2.72",
+ "version": "4.2.73",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",