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[unity] Using InteractionMode.AutomatedAction at prefab Revert() call in newer Unity versions. See #1273.
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@ -43,6 +43,10 @@
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#define CONFIGURABLE_ENTER_PLAY_MODE
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#define CONFIGURABLE_ENTER_PLAY_MODE
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#endif
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#endif
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#if UNITY_2020_1_OR_NEWER
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#define REVERT_HAS_OVERLOADS
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#endif
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#define SPINE_OPTIONAL_RENDEROVERRIDE
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#define SPINE_OPTIONAL_RENDEROVERRIDE
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#define SPINE_OPTIONAL_MATERIALOVERRIDE
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#define SPINE_OPTIONAL_MATERIALOVERRIDE
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@ -100,7 +104,11 @@ namespace Spine.Unity {
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var objectOverrides = UnityEditor.PrefabUtility.GetObjectOverrides(instanceRoot);
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var objectOverrides = UnityEditor.PrefabUtility.GetObjectOverrides(instanceRoot);
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foreach (UnityEditor.SceneManagement.ObjectOverride objectOverride in objectOverrides) {
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foreach (UnityEditor.SceneManagement.ObjectOverride objectOverride in objectOverrides) {
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if (objectOverride.instanceObject == meshFilter) {
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if (objectOverride.instanceObject == meshFilter) {
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#if REVERT_HAS_OVERLOADS
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objectOverride.Revert(UnityEditor.InteractionMode.AutomatedAction);
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#else
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objectOverride.Revert();
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objectOverride.Revert();
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#endif
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break;
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break;
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}
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}
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}
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}
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