[unity] Fixed blend mode materials not being generated upon first import. Closes #1891.

This commit is contained in:
Harald Csaszar 2021-05-14 18:04:01 +02:00
parent 938a8c8369
commit c950dff9aa

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@ -919,15 +919,14 @@ namespace Spine.Unity.Editor {
skeletonDataAsset.scale = SpineEditorUtilities.Preferences.defaultScale;
skeletonDataAsset.blendModeMaterials.applyAdditiveMaterial = !SpineEditorUtilities.Preferences.UsesPMAWorkflow;
}
AssetDatabase.CreateAsset(skeletonDataAsset, filePath);
AssetDatabase.SaveAssets();
} else {
skeletonDataAsset.atlasAssets = atlasAssets;
skeletonDataAsset.Clear();
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
BlendModeMaterialsUtility.UpdateBlendModeMaterials(skeletonDataAsset, ref skeletonData);
}
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
BlendModeMaterialsUtility.UpdateBlendModeMaterials(skeletonDataAsset, ref skeletonData);
AssetDatabase.SaveAssets();
return skeletonDataAsset;
} else {