From 5ef9772e7ad4fe3bf2a4b066be317d4183470e65 Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Mon, 24 Feb 2025 20:36:48 +0100 Subject: [PATCH] [unity] Fixed a compile error on old Unity versions of previous commit a0721db. --- .../Sample Components/RenderExistingMeshGraphic.cs | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/spine-unity/Assets/Spine Examples/Scripts/Sample Components/RenderExistingMeshGraphic.cs b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/RenderExistingMeshGraphic.cs index eace21c00..518419c03 100644 --- a/spine-unity/Assets/Spine Examples/Scripts/Sample Components/RenderExistingMeshGraphic.cs +++ b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/RenderExistingMeshGraphic.cs @@ -31,6 +31,10 @@ #define NEW_PREFAB_SYSTEM #endif +#if UNITY_2018_2_OR_NEWER +#define HAS_CULL_TRANSPARENT_MESH +#endif + using System; using System.Collections.Generic; using UnityEngine; @@ -101,7 +105,9 @@ namespace Spine.Unity.Examples { ownGraphic = this.gameObject.AddComponent(); ownGraphic.maskable = referenceSkeletonGraphic.maskable; +#if HAS_CULL_TRANSPARENT_MESH ownGraphic.canvasRenderer.cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh; +#endif ownGraphic.canvasRenderer.SetMaterial(replacementMaterial, referenceSkeletonGraphic.mainTexture); } @@ -109,7 +115,9 @@ namespace Spine.Unity.Examples { if (ownSubmeshGraphics == null) ownSubmeshGraphics = new List(); +#if HAS_CULL_TRANSPARENT_MESH bool cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh; +#endif Vector2 pivot = referenceSkeletonGraphic.rectTransform.pivot; int currentCount = ownSubmeshGraphics.Count; @@ -118,7 +126,9 @@ namespace Spine.Unity.Examples { go.transform.SetParent(this.transform, false); go.transform.localPosition = Vector3.zero; CanvasRenderer canvasRenderer = go.AddComponent(); +#if HAS_CULL_TRANSPARENT_MESH canvasRenderer.cullTransparentMesh = cullTransparentMesh; +#endif SkeletonSubmeshGraphic submeshGraphic = go.AddComponent(); ownSubmeshGraphics.Add(submeshGraphic); submeshGraphic.maskable = referenceSkeletonGraphic.maskable;