diff --git a/spine-unity/Assets/Spine Examples/Scripts/MixAndMatch.cs b/spine-unity/Assets/Spine Examples/Scripts/MixAndMatch.cs index 8700d9f1d..d411e4aa1 100644 --- a/spine-unity/Assets/Spine Examples/Scripts/MixAndMatch.cs +++ b/spine-unity/Assets/Spine Examples/Scripts/MixAndMatch.cs @@ -82,7 +82,6 @@ namespace Spine.Unity.Examples { // STEP 0: PREPARE SKINS // Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected. customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine. - //customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin. var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin); // STEP 1: "EQUIP" ITEMS USING SPRITES diff --git a/spine-unity/Assets/Spine Examples/Scripts/MixAndMatchGraphic.cs b/spine-unity/Assets/Spine Examples/Scripts/MixAndMatchGraphic.cs index 101299088..2d90d32dd 100644 --- a/spine-unity/Assets/Spine Examples/Scripts/MixAndMatchGraphic.cs +++ b/spine-unity/Assets/Spine Examples/Scripts/MixAndMatchGraphic.cs @@ -82,7 +82,6 @@ namespace Spine.Unity.Examples { // STEP 0: PREPARE SKINS // Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected. customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine. - //customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin and don't plan to remove // Next let's get the skin that contains our source attachments. These are the attachments that var baseSkin = skeleton.Data.FindSkin(baseSkinName);