diff --git a/spine-unity/Assets/spine-unity/BoneFollower.cs b/spine-unity/Assets/spine-unity/BoneFollower.cs
index 2681c4ff2..c7d3ea1a2 100644
--- a/spine-unity/Assets/spine-unity/BoneFollower.cs
+++ b/spine-unity/Assets/spine-unity/BoneFollower.cs
@@ -73,7 +73,7 @@ namespace Spine.Unity {
bool skeletonTransformIsParent;
///
- /// Sets the target bone by its bone name. Returns false if no bone was found.
+ /// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly.
public bool SetBone (string name) {
bone = skeletonRenderer.skeleton.FindBone(name);
if (bone == null) {
diff --git a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs
index f69546429..28463c371 100644
--- a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs
+++ b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs
@@ -126,11 +126,16 @@ namespace Spine.Unity {
}
#endregion
+ ///
+ /// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.
public override void ClearState () {
base.ClearState();
if (state != null) state.ClearTracks();
}
+ ///
+ /// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.
+ /// If set to true, force overwrite an already initialized object.
public override void Initialize (bool overwrite) {
if (valid && !overwrite)
return;
diff --git a/spine-unity/Assets/spine-unity/SkeletonRenderer.cs b/spine-unity/Assets/spine-unity/SkeletonRenderer.cs
index cf5429402..356cbd21f 100644
--- a/spine-unity/Assets/spine-unity/SkeletonRenderer.cs
+++ b/spine-unity/Assets/spine-unity/SkeletonRenderer.cs
@@ -163,12 +163,17 @@ namespace Spine.Unity {
valid = false;
}
+ ///
+ /// Clears the previously generated mesh and resets the skeleton's pose.
public virtual void ClearState () {
meshFilter.sharedMesh = null;
currentInstructions.Clear();
if (skeleton != null) skeleton.SetToSetupPose();
}
+ ///
+ /// 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) {
if (valid && !overwrite)
return;
@@ -219,6 +224,8 @@ namespace Spine.Unity {
OnRebuild(this);
}
+ ///
+ /// Generates a new UnityEngine.Mesh from the internal Skeleton.
public virtual void LateUpdate () {
if (!valid) return;