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 ac5994eb3..60e5edbc5 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs
@@ -568,9 +568,9 @@ namespace Spine.Unity {
}
/// When enabled, Transform translation is applied to skeleton PhysicsConstraints.
- public bool applyTranslationToPhysics = true;
+ [SerializeField] protected bool applyTranslationToPhysics = true;
/// When enabled, Transform rotation is applied to skeleton PhysicsConstraints.
- public bool applyRotationToPhysics = true;
+ [SerializeField] protected bool applyRotationToPhysics = true;
/// Reference transform relative to which physics movement will be calculated, or null to use world location.
[SerializeField] protected Transform physicsMovementRelativeTo = null;
@@ -579,6 +579,28 @@ namespace Spine.Unity {
/// Used for applying Transform rotation to skeleton PhysicsConstraints.
protected float lastRotation;
+ /// When enabled, Transform translation is applied to skeleton PhysicsConstraints.
+ public bool ApplyTranslationToPhysics {
+ get {
+ return applyTranslationToPhysics;
+ }
+ set {
+ if (value && !applyTranslationToPhysics) ResetLastPosition();
+ applyTranslationToPhysics = value;
+ }
+ }
+
+ /// When enabled, Transform rotation is applied to skeleton PhysicsConstraints.
+ public bool ApplyRotationToPhysics {
+ get {
+ return applyRotationToPhysics;
+ }
+ set {
+ if (value && !applyRotationToPhysics) ResetLastRotation();
+ applyRotationToPhysics = value;
+ }
+ }
+
/// Reference transform relative to which physics movement will be calculated, or null to use world location.
public Transform PhysicsMovementRelativeTo {
get {
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 a07f2cde4..41ee7ecd3 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs
@@ -290,9 +290,9 @@ namespace Spine.Unity {
#region Physics
/// When enabled, Transform translation is applied to skeleton PhysicsConstraints.
- public bool applyTranslationToPhysics = true;
+ [SerializeField] protected bool applyTranslationToPhysics = true;
/// When enabled, Transform rotation is applied to skeleton PhysicsConstraints.
- public bool applyRotationToPhysics = true;
+ [SerializeField] protected bool applyRotationToPhysics = true;
/// Reference transform relative to which physics movement will be calculated, or null to use world location.
[SerializeField] protected Transform physicsMovementRelativeTo = null;
@@ -301,6 +301,28 @@ namespace Spine.Unity {
/// Used for applying Transform rotation to skeleton PhysicsConstraints.
protected float lastRotation;
+ /// When enabled, Transform translation is applied to skeleton PhysicsConstraints.
+ public bool ApplyTranslationToPhysics {
+ get {
+ return applyTranslationToPhysics;
+ }
+ set {
+ if (value && !applyTranslationToPhysics) ResetLastPosition();
+ applyTranslationToPhysics = value;
+ }
+ }
+
+ /// When enabled, Transform rotation is applied to skeleton PhysicsConstraints.
+ public bool ApplyRotationToPhysics {
+ get {
+ return applyRotationToPhysics;
+ }
+ set {
+ if (value && !applyRotationToPhysics) ResetLastRotation();
+ applyRotationToPhysics = value;
+ }
+ }
+
/// Reference transform relative to which physics movement will be calculated, or null to use world location.
public Transform PhysicsMovementRelativeTo {
get {