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[unity] Fixed SkeletonRagdoll2D behaviour being wrong in Unity 2020.3+. Closes #1977.
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@ -29,7 +29,7 @@
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// Contributed by: Mitch Thompson
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#if UNITY_2019_2_OR_NEWER
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#if UNITY_2019_2 || UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 // note: 2020.3+ uses old bahavior again
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#define HINGE_JOINT_NEW_BEHAVIOUR
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#endif
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@ -42,7 +42,7 @@ namespace Spine.Unity.Examples {
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public class SkeletonRagdoll2D : MonoBehaviour {
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static Transform parentSpaceHelper;
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#region Inspector
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#region Inspector
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[Header("Hierarchy")]
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[SpineBone]
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public string startingBoneName = "";
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@ -72,7 +72,7 @@ namespace Spine.Unity.Examples {
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[Range(0, 1)]
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public float mix = 1;
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public bool oldRagdollBehaviour = false;
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#endregion
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#endregion
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ISkeletonAnimation targetSkeletonComponent;
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Skeleton skeleton;
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@ -110,7 +110,7 @@ namespace Spine.Unity.Examples {
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}
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}
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#region API
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#region API
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public Rigidbody2D[] RigidbodyArray {
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get {
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if (!isActive)
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@ -299,7 +299,7 @@ namespace Spine.Unity.Examples {
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var bone = skeleton.FindBone(boneName);
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return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
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}
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#endregion
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#endregion
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/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
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void RecursivelyCreateBoneProxies (Bone b) {
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