diff --git a/CHANGELOG.md b/CHANGELOG.md index 9e914577e..a86982e75 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -140,7 +140,7 @@ ### Unity * **Breaking changes** - * **Officially supported Unity versions are 2017.1-2019.4**. + * **Officially supported Unity versions are 2017.1-2020.2**. * **Spine `.asmdef` files are again active by default**. They have previously been deactivated to `.txt` extension which is now no longer necessary. * **Removed PoseSkeleton() and PoseWithAnimation()** extension methods to prevent issues where animations are not mixed out. Problem was that these methods did not set AnimationState, leaving incorrect state at e.g. attachments enabled at slots when starting subsequent animations. As a replacement you can use `AnimationState.ClearTrack(0);` followed by `var entry = AnimationState.SetAnimation(0, animation, loop); entry.TrackTime = time` to achieve similar behaviour. * **The `Shadow alpha cutoff` shader parameter is now respecting slot-color alpha** values at all Spine shaders. A fragment's texture color alpha is multiplied with slot-color alpha before the result is tested against the `Shadow alpha cutoff` threshold. diff --git a/spine-unity/Assets/Spine Examples/Scripts/Sample Components/Ghost/SkeletonGhost.cs b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/Ghost/SkeletonGhost.cs index dde14f2f3..2c81dd39f 100644 --- a/spine-unity/Assets/Spine Examples/Scripts/Sample Components/Ghost/SkeletonGhost.cs +++ b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/Ghost/SkeletonGhost.cs @@ -122,7 +122,7 @@ namespace Spine.Unity.Examples { } void Update () { - if (!ghostingEnabled) + if (!ghostingEnabled || poolIndex >= pool.Length) return; if (Time.time >= nextSpawnTime) { diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonAnimationInspector.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonAnimationInspector.cs index ac91bd41f..f0282a78d 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonAnimationInspector.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonAnimationInspector.cs @@ -119,7 +119,7 @@ namespace Spine.Unity.Editor { // Reflect animationName serialized property in the inspector even if SetAnimation API was used. if (Application.isPlaying) { - if (current != null) { + if (current != null && current.Animation != null) { if (skeletonAnimation.AnimationName != animationName.stringValue) animationName.stringValue = current.Animation.Name; }