diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
index 1c7ff9d38..da1523ada 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
@@ -711,8 +711,6 @@ namespace Spine.Unity {
}
public void Initialize (bool overwrite) {
- ResetLastPositionAndRotation();
-
if (this.IsValid && !overwrite) return;
#if UNITY_EDITOR
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
@@ -733,6 +731,8 @@ namespace Spine.Unity {
baseTexture = skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture;
canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
+ ResetLastPositionAndRotation();
+
// Set the initial Skin and Animation
if (!string.IsNullOrEmpty(initialSkinName))
skeleton.SetSkin(initialSkinName);
diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
index f85ca5e3e..77b75fd9f 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
@@ -396,8 +396,6 @@ namespace Spine.Unity {
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Skeleton object and buffers.
/// If set to true, it will overwrite internal objects if they were already generated. Otherwise, the initialized component will ignore subsequent calls to initialize.
public virtual void Initialize (bool overwrite, bool quiet = false) {
- ResetLastPositionAndRotation();
-
if (valid && !overwrite)
return;
#if UNITY_EDITOR
@@ -434,6 +432,8 @@ namespace Spine.Unity {
ScaleY = initialFlipY ? -1 : 1
};
+ ResetLastPositionAndRotation();
+
if (!string.IsNullOrEmpty(initialSkinName) && !string.Equals(initialSkinName, "default", System.StringComparison.Ordinal))
skeleton.SetSkin(initialSkinName);