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[unity] Fixed quotes in Skeleton Prefab Mesh causing Unity Search Indexing issues, using brackets now. Closes #2572.
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@ -421,6 +421,7 @@
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- Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.
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- `SkeletonGraphic` `OnRebuild` callback delegate is now issued after the skeleton has been initialized, before the `AnimationState` component is initialized. This makes behaviour consistent with `SkeletonAnimation` and `SkeletonMecanim` component behaviour. Use the new callback `OnAnimationRebuild` if you want to receive a callback after the `SkeletonGraphic` `AnimationState` has been initialized.
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- Changed name of prefab skeleton meshes stored at prefabs from `Skeleton Prefab Mesh "name"` to `Skeleton Prefab Mesh [name]` to avoid issues with quotes in mesh asset names (see [this issue](https://github.com/EsotericSoftware/spine-runtimes/issues/2572)). Likely this change poses no problems at all, however if you are parsing the prefab's mesh name for whatever reason, be sure to adjust the pattern accordingly.
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- **Changes of default values**
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@ -128,10 +128,10 @@ namespace Spine.Unity.Editor {
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Mesh mesh = meshFilter.sharedMesh;
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if (mesh == null) continue;
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string meshName = string.Format("Skeleton Prefab Mesh \"{0}\"", renderer.name);
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string meshName = string.Format("Skeleton Prefab Mesh [{0}]", renderer.name);
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if (nameUsageCount.ContainsKey(meshName)) {
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nameUsageCount[meshName]++;
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meshName = string.Format("Skeleton Prefab Mesh \"{0} ({1})\"", renderer.name, nameUsageCount[meshName]);
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meshName = string.Format("Skeleton Prefab Mesh [{0} ({1})]", renderer.name, nameUsageCount[meshName]);
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} else {
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nameUsageCount.Add(meshName, 0);
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}
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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"description": "This plugin provides the spine-unity runtime core.",
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"version": "4.2.75",
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"version": "4.2.76",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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