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;