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[unity] Added RootMotionDeltaCompensation example component demonstrating simple root motion delta compensation. See #1873.
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* Added **native support for slot blend modes** `Additive`, `Multiply` and `Screen` with automatic assignment at newly imported skeleton assets. `BlendModeMaterialAssets` are now obsolete and replaced by the native properties at `SkeletonDataAsset`. The `SkeletonDataAsset` Inspector provides a new `Blend Modes - Upgrade` button to upgrade an obsolete `BlendModeMaterialAsset` to the native blend modes properties. This upgrade will be performed automatically on imported and re-imported assets in Unity 2020.1 and newer to prevent reported `BlendModeMaterialAsset` issues in these Unity versions. spine-unity 4.0 and newer will automatically perform this upgrade regardless of the Unity version.
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* `BoneFollower` and `BoneFollowerGraphic` components now provide better support for following bones when the skeleton's Transform is not the parent of the follower's Transform. Previously e.g. rotating a common parent Transform did not lead to the desired result, as well as negatively scaling a skeleton's Transform when it is not a parent of the follower's Transform.
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* URP and LWRP `Sprite` and `SkeletonLit` shaders no longer require `Advanced - Add Normals` enabled to properly cast and receive shadows. It is recommended to disable `Add Normals` if normals are otherwise not needed.
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* Added an example component `RootMotionDeltaCompensation` located in `Spine Examples/Scripts/Sample Components` which can be used for applying simple delta compensation. You can enable and disable the component to toggle delta compensation of the currently playing animation on and off.
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* **Changes of default values**
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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
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using UnityEngine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class RootMotionDeltaCompensation : MonoBehaviour {
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protected SkeletonRootMotionBase rootMotion;
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public Transform targetPosition;
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public int trackIndex = 0;
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void Start () {
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rootMotion = this.GetComponent<SkeletonRootMotionBase>();
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}
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void Update () {
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AdjustDelta();
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}
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void OnDisable () {
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rootMotion.rootMotionScaleX = rootMotion.rootMotionScaleY = 1;
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}
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void AdjustDelta() {
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Vector3 toTarget = targetPosition.position - this.transform.position;
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rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex);
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}
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}
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}
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timeCreated: 1599066046
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licenseType: Pro
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