From d9935741c2b84abea85e961489ed71b5b473aa64 Mon Sep 17 00:00:00 2001 From: Harald Csaszar Date: Fri, 9 Sep 2022 15:27:10 +0200 Subject: [PATCH] [unity] Using InteractionMode.AutomatedAction at prefab Revert() call in newer Unity versions. See #1273. --- .../Runtime/spine-unity/Components/SkeletonRenderer.cs | 8 ++++++++ 1 file changed, 8 insertions(+) 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 adc490ace..f99b099df 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs @@ -43,6 +43,10 @@ #define CONFIGURABLE_ENTER_PLAY_MODE #endif +#if UNITY_2020_1_OR_NEWER +#define REVERT_HAS_OVERLOADS +#endif + #define SPINE_OPTIONAL_RENDEROVERRIDE #define SPINE_OPTIONAL_MATERIALOVERRIDE @@ -100,7 +104,11 @@ namespace Spine.Unity { var objectOverrides = UnityEditor.PrefabUtility.GetObjectOverrides(instanceRoot); foreach (UnityEditor.SceneManagement.ObjectOverride objectOverride in objectOverrides) { if (objectOverride.instanceObject == meshFilter) { +#if REVERT_HAS_OVERLOADS + objectOverride.Revert(UnityEditor.InteractionMode.AutomatedAction); +#else objectOverride.Revert(); +#endif break; } }