diff --git a/spine-unity/Assets/spine-unity/BoneFollower.cs b/spine-unity/Assets/spine-unity/BoneFollower.cs index b1b740281..49ff44b27 100644 --- a/spine-unity/Assets/spine-unity/BoneFollower.cs +++ b/spine-unity/Assets/spine-unity/BoneFollower.cs @@ -138,7 +138,7 @@ namespace Spine.Unity { // Recommended setup: Use local transform properties if Spine GameObject is the immediate parent thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z); if (followBoneRotation) { - var halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f; + float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f; if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation. halfRotation += Mathf.PI * 0.5f;