From ac60110629f15605f1258541081eb4a23ea9d3fa Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Wed, 30 Sep 2020 17:40:51 +0200 Subject: [PATCH] [unity] Added changelog entry mentioning the added "mix and Match Skins" example scene, introduced by commit 899a109. See #1628. --- CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 398dd1217..2477db6e6 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -240,6 +240,7 @@ * Added `OnMeshAndMaterialsUpdated` callback event to `SkeletonRenderSeparator` and `SkeletonPartsRenderer`. It is issued at the end of `LateUpdate`, before rendering. * Added `Root Motion Scale X/Y` parameters to `SkeletonRootMotionBase` subclasses (`SkeletonRootMotion` and `SkeletonMecanimRootMotion`). Also providing `AdjustRootMotionToDistance()` and other methods to allow for easy delta compensation. Delta compensation can be used to e.g. stretch a jump to a given distance. Root motion can be adjusted at the start of an animation or every frame via `skeletonRootMotion.AdjustRootMotionToDistance(targetPosition - transform.position, trackIndex);`. * Now providing a `Canvas Group Tint Black` parameter at the `SkeletonGraphic` Inspector in the `Advanced` section. When using the `Spine/SkeletonGraphic Tint Black` shader you can enable this parameter to receive proper blending results when using `Additive` blend mode under a `CanvasGroup`. Be sure to also have the parameter `CanvasGroup Compatible` enabled at the shader. Note that the normal `Spine/SkeletonGraphic` does not support `Additive` blend mode at a `CanvasGroup`, as it requires additional shader channels to work. + * Added `Mix and Match Skins` example scene to demonstrate how the 3.8 Skin API and combining skins can be used for a wardrobe and equipment use case. * **Changes of default values** * `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.