From ec395f00e138217c8f83ab480af31a4419f9b3c0 Mon Sep 17 00:00:00 2001 From: Luke Ingram Date: Mon, 7 Apr 2025 22:53:39 -0400 Subject: [PATCH] [all] Updates documentation. (#2805) - All links to forum posts have been updated. - All links to Spine documentation have been updated to be accurate. This includes the Editor docs and specific Runtimes docs. - Removes the doc link to the out-of-date spine-cocos2d-objc runtime and replaces it with spine-sdl. - Links to external frameworks and tools have been corrected. --- CHANGELOG.md | 12 ++++++------ README.md | 2 +- spine-c/README.md | 2 +- spine-c/spine-c-unit-tests/tests/MemoryTestFixture.h | 2 +- spine-cocos2dx/README.md | 2 +- spine-cpp/spine-cpp/include/spine/PointAttachment.h | 2 +- spine-csharp/src/AnimationState.cs | 4 ++-- spine-csharp/src/Attachments/PointAttachment.cs | 2 +- spine-flutter/lib/spine_flutter.dart | 4 ++-- .../esotericsoftware/spine/PathConstraintData.java | 2 +- spine-monogame/README.md | 2 +- spine-sdl/README.md | 4 ++-- spine-sfml/c/README.md | 6 +++--- spine-sfml/cpp/README.md | 6 +++--- spine-ts/spine-core/src/AnimationState.ts | 4 ++-- spine-ts/spine-core/src/PathConstraintData.ts | 2 +- spine-ts/spine-core/src/Utils.ts | 2 +- .../spine-core/src/attachments/PointAttachment.ts | 2 +- spine-ue/README.md | 2 +- .../spine-unity/Editor/Utility/AssetUtility.cs | 2 +- .../spine-unity/Components/Following/BoneFollower.cs | 2 +- .../Components/Following/BoneFollowerGraphic.cs | 2 +- .../Components/Following/BoundingBoxFollower.cs | 2 +- .../Following/BoundingBoxFollowerGraphic.cs | 2 +- .../Components/Following/PointFollower.cs | 2 +- .../RootMotion/SkeletonMecanimRootMotion.cs | 2 +- .../Components/RootMotion/SkeletonRootMotion.cs | 2 +- .../spine-unity/Components/SkeletonAnimation.cs | 2 +- .../spine-unity/Components/SkeletonGraphic.cs | 2 +- .../spine-unity/Components/SkeletonMecanim.cs | 2 +- .../SkeletonRenderSeparator/SkeletonPartsRenderer.cs | 2 +- .../SkeletonRenderSeparator.cs | 2 +- .../spine-unity/Components/SkeletonRenderer.cs | 2 +- .../SkeletonGraphicCustomMaterials.cs | 2 +- .../SkeletonRendererCustomMaterials.cs | 2 +- .../Components/SkeletonUtility/SkeletonUtility.cs | 2 +- .../SkeletonUtility/SkeletonUtilityBone.cs | 2 +- .../SkeletonUtility/SkeletonUtilityConstraint.cs | 2 +- spine-unity/README.md | 2 +- 39 files changed, 52 insertions(+), 52 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 40be0079d..e9e286bed 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -647,8 +647,8 @@ You can leave this parameter disabled when everything is drawn correctly to save the additional performance cost. - **Additional Timeline features.** SpineAnimationStateClip now provides a `Speed Multiplier`, a start time offset parameter `Clip In`, support for blending successive animations by overlapping tracks. An additional `Use Blend Duration` parameter _(defaults to true)_ allows for automatic synchronisation of MixDuration with the current overlap blend duration. An additional Spine preferences parameter `Use Blend Duration` has been added which can be disabled to default to the previous behaviour before this update. - Additional `SpriteMask and RectMask2D` example scene added for demonstration of mask setup and interaction. - - `Real physics hinge chains` for both 2D and 3D physics. The [SkeletonUtilityBone](http://esotericsoftware.com/spine-unity#SkeletonUtilityBone) Inspector provides an interface to create 2D and 3D hinge chains. Previously created chains have only been respecting gravity, but not momentum of the skeleton or parent bones. The new physics rig created when pressing `Create 3D Hinge Chain` and `Create 2D Hinge Chain` creates a more complex setup that also works when flipping the skeleton. Note that the chain root node is no longer parented to bones of the skeleton. This is a requirement in Unity to have momentum applied properly - do not reparent the chain root to bones of your skeleton, or you will loose any momentum applied by the skeleton's movement. - - `Outline rendering functionality for all shaders.` Every shader now provides an additional set of `Outline` parameters to enable custom outline rendering. When outline rendering is enabled via the `Material` inspector, it automatically switches the shader to the respective `Spine/Outline` shader variant. Outlines are generated by sampling neighbour pixels, so be sure to add enough transparent padding when exporting your atlas textures to fit the desired outline width. In order to enable outline rendering at a skeleton, it is recommended to first prepare an additional outline material copy and then switch the material of the target skeleton to this material. This prevents unnecessary additional runtime material copies and drawcalls. Material switching can be prepared via a [SkeletonRendererCustomMaterials](http://esotericsoftware.com/spine-unity#SkeletonRendererCustomMaterials) component and then enabled or disabled at runtime. Alternatively, you can also directly modify the `SkeletonRenderer.CustomMaterialOverride` property. + - `Real physics hinge chains` for both 2D and 3D physics. The [SkeletonUtilityBone](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone) Inspector provides an interface to create 2D and 3D hinge chains. Previously created chains have only been respecting gravity, but not momentum of the skeleton or parent bones. The new physics rig created when pressing `Create 3D Hinge Chain` and `Create 2D Hinge Chain` creates a more complex setup that also works when flipping the skeleton. Note that the chain root node is no longer parented to bones of the skeleton. This is a requirement in Unity to have momentum applied properly - do not reparent the chain root to bones of your skeleton, or you will loose any momentum applied by the skeleton's movement. + - `Outline rendering functionality for all shaders.` Every shader now provides an additional set of `Outline` parameters to enable custom outline rendering. When outline rendering is enabled via the `Material` inspector, it automatically switches the shader to the respective `Spine/Outline` shader variant. Outlines are generated by sampling neighbour pixels, so be sure to add enough transparent padding when exporting your atlas textures to fit the desired outline width. In order to enable outline rendering at a skeleton, it is recommended to first prepare an additional outline material copy and then switch the material of the target skeleton to this material. This prevents unnecessary additional runtime material copies and drawcalls. Material switching can be prepared via a [SkeletonRendererCustomMaterials](https://esotericsoftware.com/spine-unity-utility-components#SkeletonRendererCustomMaterials) component and then enabled or disabled at runtime. Alternatively, you can also directly modify the `SkeletonRenderer.CustomMaterialOverride` property. Outline rendering is fully supported on `SkeletonGraphic` shaders as well. - Added `SkeletonRenderer.EditorSkipSkinSync` scripting API property to be able to set custom skins in editor scripts. Enable this property when overwriting the Skeleton's skin from an editor script. Without setting this parameter, changes will be overwritten by the next inspector update. Only affects Inspector synchronisation of skin with `initialSkinName`, not startup initialization. - `AtlasUtilities.GetRepackedAttachments()` and `AtlasUtilities.GetRepackedSkin()` provide support for additional texture channels such as normal maps via the optional parameter `additionalTexturePropertyIDsToCopy `. See the spine-unity runtime documentation, section [Combining Skins - Advanced - Runtime Repacking with Normalmaps](http://esotericsoftware.com/spine-unity#Combining-Skins) for further info and example usage code. @@ -676,7 +676,7 @@ - Spine Preferences now provide an **`Atlas Texture Settings`** parameter for applying customizable texture import settings at all newly imported Spine atlas textures. When exporting atlas textures from Spine with `Premultiply alpha` enabled (the default), you can leave it at `PMATexturePreset`. If you have disabled `Premultiply alpha`, set it to the included `StraightAlphaTexturePreset` asset. You can also create your own `TextureImporter` `Preset` asset and assign it here (include `PMA` or `Straight` in the name). In Unity versions before 2018.3 you can use `Texture2D` template assets instead of the newer `Preset` assets. Materials created for imported textures will also have the `Straight Alpha Texture` parameter configured accordingly. - All `Sprite` shaders (including URP and LWRP extension packages) now provide an additional `Fixed Normal Space` option `World-Space`. PReviously options were limited to `View-Space` and `Model-Space`. - - `SkeletonGraphic` now fully supports [`SkeletonUtility`](http://esotericsoftware.com/spine-unity#SkeletonUtility) for generating a hierarchy of [`SkeletonUtilityBones`](http://esotericsoftware.com/spine-unity#SkeletonUtilityBone) in both modes `Follow` and `Override`. This also enables creating hinge chain physics rigs and using `SkeletonUtilityConstraints` such as `SkeletonUtilityGroundConstraint` and `SkeletonUtilityEyeConstraint` on `SkeletonGraphic`. + - `SkeletonGraphic` now fully supports [`SkeletonUtility`](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtility) for generating a hierarchy of [`SkeletonUtilityBones`](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone) in both modes `Follow` and `Override`. This also enables creating hinge chain physics rigs and using `SkeletonUtilityConstraints` such as `SkeletonUtilityGroundConstraint` and `SkeletonUtilityEyeConstraint` on `SkeletonGraphic`. - Added **native support for slot blend modes** `Additive`, `Multiply` and `Screen` with automatic assignment at newly imported skeleton assets. `BlendModeMaterialAssets` are now obsolete and replaced by the native properties at `SkeletonDataAsset`. The `SkeletonDataAsset` Inspector provides a new `Blend Modes - Upgrade` button to upgrade an obsolete `BlendModeMaterialAsset` to the native blend modes properties. This upgrade will be performed automatically on imported and re-imported assets. - `BoneFollower` and `BoneFollowerGraphic` components now provide better support for following bones when the skeleton's Transform is not the parent of the follower's Transform. Previously e.g. rotating a common parent Transform did not lead to the desired result, as well as negatively scaling a skeleton's Transform when it is not a parent of the follower's Transform. - **Linear color space:** Previously Slot colors were not displayed the same in Unity as in the Spine Editor (when configured to display as `Linear` color space in Spine Editor Settings). This is now fixed at all shaders, including URP and LWRP shaders. @@ -1015,8 +1015,8 @@ You can leave this parameter disabled when everything is drawn correctly to save the additional performance cost. - **Additional Timeline features.** SpineAnimationStateClip now provides a `Speed Multiplier`, a start time offset parameter `Clip In`, support for blending successive animations by overlapping tracks. An additional `Use Blend Duration` parameter _(defaults to true)_ allows for automatic synchronisation of MixDuration with the current overlap blend duration. An additional Spine preferences parameter `Use Blend Duration` has been added which can be disabled to default to the previous behaviour before this update. - Additional `SpriteMask and RectMask2D` example scene added for demonstration of mask setup and interaction. - - `Real physics hinge chains` for both 2D and 3D physics. The [SkeletonUtilityBone](http://esotericsoftware.com/spine-unity#SkeletonUtilityBone) Inspector provides an interface to create 2D and 3D hinge chains. Previously created chains have only been respecting gravity, but not momentum of the skeleton or parent bones. The new physics rig created when pressing `Create 3D Hinge Chain` and `Create 2D Hinge Chain` creates a more complex setup that also works when flipping the skeleton. Note that the chain root node is no longer parented to bones of the skeleton. This is a requirement in Unity to have momentum applied properly - do not reparent the chain root to bones of your skeleton, or you will loose any momentum applied by the skeleton's movement. - - `Outline rendering functionality for all shaders.` Every shader now provides an additional set of `Outline` parameters to enable custom outline rendering. When outline rendering is enabled via the `Material` inspector, it automatically switches the shader to the respective `Spine/Outline` shader variant. Outlines are generated by sampling neighbour pixels, so be sure to add enough transparent padding when exporting your atlas textures to fit the desired outline width. In order to enable outline rendering at a skeleton, it is recommended to first prepare an additional outline material copy and then switch the material of the target skeleton to this material. This prevents unnecessary additional runtime material copies and drawcalls. Material switching can be prepared via a [SkeletonRendererCustomMaterials](http://esotericsoftware.com/spine-unity#SkeletonRendererCustomMaterials) component and then enabled or disabled at runtime. Alternatively, you can also directly modify the `SkeletonRenderer.CustomMaterialOverride` property. + - `Real physics hinge chains` for both 2D and 3D physics. The [SkeletonUtilityBone](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone) Inspector provides an interface to create 2D and 3D hinge chains. Previously created chains have only been respecting gravity, but not momentum of the skeleton or parent bones. The new physics rig created when pressing `Create 3D Hinge Chain` and `Create 2D Hinge Chain` creates a more complex setup that also works when flipping the skeleton. Note that the chain root node is no longer parented to bones of the skeleton. This is a requirement in Unity to have momentum applied properly - do not reparent the chain root to bones of your skeleton, or you will loose any momentum applied by the skeleton's movement. + - `Outline rendering functionality for all shaders.` Every shader now provides an additional set of `Outline` parameters to enable custom outline rendering. When outline rendering is enabled via the `Material` inspector, it automatically switches the shader to the respective `Spine/Outline` shader variant. Outlines are generated by sampling neighbour pixels, so be sure to add enough transparent padding when exporting your atlas textures to fit the desired outline width. In order to enable outline rendering at a skeleton, it is recommended to first prepare an additional outline material copy and then switch the material of the target skeleton to this material. This prevents unnecessary additional runtime material copies and drawcalls. Material switching can be prepared via a [SkeletonRendererCustomMaterials](https://esotericsoftware.com/spine-unity-utility-components#SkeletonRendererCustomMaterials) component and then enabled or disabled at runtime. Alternatively, you can also directly modify the `SkeletonRenderer.CustomMaterialOverride` property. Outline rendering is fully supported on `SkeletonGraphic` shaders as well. - Added `SkeletonRenderer.EditorSkipSkinSync` scripting API property to be able to set custom skins in editor scripts. Enable this property when overwriting the Skeleton's skin from an editor script. Without setting this parameter, changes will be overwritten by the next inspector update. Only affects Inspector synchronisation of skin with `initialSkinName`, not startup initialization. - All `Spine/SkeletonGraphic` shaders now provide a parameter `CanvasGroup Compatible` which can be enabled to support `CanvasGroup` alpha blending. For correct results, you should then disable `Pma Vertex Colors` in the `SkeletonGraphic` Inspector, in section `Advanced` (otherwise Slot alpha will be applied twice). @@ -1042,7 +1042,7 @@ - Spine Preferences now provide an **`Atlas Texture Settings`** parameter for applying customizable texture import settings at all newly imported Spine atlas textures. When exporting atlas textures from Spine with `Premultiply alpha` enabled (the default), you can leave it at `PMATexturePreset`. If you have disabled `Premultiply alpha`, set it to the included `StraightAlphaTexturePreset` asset. You can also create your own `TextureImporter` `Preset` asset and assign it here (include `PMA` or `Straight` in the name). In Unity versions before 2018.3 you can use `Texture2D` template assets instead of the newer `Preset` assets. Materials created for imported textures will also have the `Straight Alpha Texture` parameter configured accordingly. - All `Sprite` shaders (including URP and LWRP extension packages) now provide an additional `Fixed Normal Space` option `World-Space`. PReviously options were limited to `View-Space` and `Model-Space`. - - `SkeletonGraphic` now fully supports [`SkeletonUtility`](http://esotericsoftware.com/spine-unity#SkeletonUtility) for generating a hierarchy of [`SkeletonUtilityBones`](http://esotericsoftware.com/spine-unity#SkeletonUtilityBone) in both modes `Follow` and `Override`. This also enables creating hinge chain physics rigs and using `SkeletonUtilityConstraints` such as `SkeletonUtilityGroundConstraint` and `SkeletonUtilityEyeConstraint` on `SkeletonGraphic`. + - `SkeletonGraphic` now fully supports [`SkeletonUtility`](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtility) for generating a hierarchy of [`SkeletonUtilityBones`](https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone) in both modes `Follow` and `Override`. This also enables creating hinge chain physics rigs and using `SkeletonUtilityConstraints` such as `SkeletonUtilityGroundConstraint` and `SkeletonUtilityEyeConstraint` on `SkeletonGraphic`. - Added `OnMeshAndMaterialsUpdated` callback event to `SkeletonRenderer` and `SkeletonGraphic`. It is issued at the end of `LateUpdate`, before rendering. - Added `Skeleton-OutlineOnly` single pass shader to LWRP and URP extension modules. It can be assigned to materials as `Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly`. This allows for separate outline child _GameObjects_ that reference the existing Mesh of their parent, and re-draw the mesh using this outline shader. - Added example component `RenderExistingMesh` to render a mesh again with different materials, as required by the new `Skeleton-OutlineOnly` shaders. diff --git a/README.md b/README.md index 32451850e..9ad11f2a6 100644 --- a/README.md +++ b/README.md @@ -14,7 +14,7 @@ For the official legal terms governing the Spine Runtimes, please read the [Spin ## Documentation -See the [Spine Runtimes Guide](http://esotericsoftware.com/spine-runtimes-guide) for detailed information about using the Spine Runtimes. The Spine [documentation page](http://esotericsoftware.com/spine-documentation#runtimesTitle) provides further information about tools and data formats. For runtime specific documentation, refer to the `README.md` file in each runtime directory. +See the [Spine Runtimes Guide](http://esotericsoftware.com/spine-runtimes-guide) for detailed information about using the Spine Runtimes. The Spine [documentation page](http://esotericsoftware.com/spine-documentation#runtimes) provides further information about tools and data formats. For runtime specific documentation, refer to the `README.md` file in each runtime directory. ## Bugs, enhancements, and tasks diff --git a/spine-c/README.md b/spine-c/README.md index 0827aae89..29ff23127 100644 --- a/spine-c/README.md +++ b/spine-c/README.md @@ -47,5 +47,5 @@ spine-c uses an OOP style of programming where each "class" is made up of a stru ## Runtimes extending spine-c -- [spine-cocos2d-objc](../spine-cocos2d-objc) +- [spine-sdl](../spine-sdl) - [spine-sfml](../spine-sfml) diff --git a/spine-c/spine-c-unit-tests/tests/MemoryTestFixture.h b/spine-c/spine-c-unit-tests/tests/MemoryTestFixture.h index 924eca03d..14d7ee957 100755 --- a/spine-c/spine-c-unit-tests/tests/MemoryTestFixture.h +++ b/spine-c/spine-c-unit-tests/tests/MemoryTestFixture.h @@ -34,7 +34,7 @@ public: void reproduceIssue_777(); - void reproduceIssue_Loop(); // http://esotericsoftware.com/forum/spine-c-3-5-animation-jerking-7451 + void reproduceIssue_Loop(); // https://esotericsoftware.com/forum/d/7451-spine-c-35-animation-jerking void triangulator(); void skeletonClipper(); diff --git a/spine-cocos2dx/README.md b/spine-cocos2dx/README.md index 54382e67a..02c5ce136 100644 --- a/spine-cocos2dx/README.md +++ b/spine-cocos2dx/README.md @@ -1,6 +1,6 @@ # spine-cocos2dx v3.x & v4.x -The spine-cocos2dx runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-x](http://www.cocos2d-x.org/). spine-cocos2dx is based on [spine-cpp](../spine-cpp). +The spine-cocos2dx runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-x](https://cocos2d-x.org/cocos2dx/). spine-cocos2dx is based on [spine-cpp](../spine-cpp). ## Licensing diff --git a/spine-cpp/spine-cpp/include/spine/PointAttachment.h b/spine-cpp/spine-cpp/include/spine/PointAttachment.h index 45f47cffe..031a9f70b 100644 --- a/spine-cpp/spine-cpp/include/spine/PointAttachment.h +++ b/spine-cpp/spine-cpp/include/spine/PointAttachment.h @@ -40,7 +40,7 @@ namespace spine { /// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a /// skin. /// - /// See http://esotericsoftware.com/spine-point-attachments for Point Attachments in the Spine User Guide. + /// See https://esotericsoftware.com/spine-points for Point Attachments in the Spine User Guide. /// class SP_API PointAttachment : public Attachment { friend class SkeletonBinary; diff --git a/spine-csharp/src/AnimationState.cs b/spine-csharp/src/AnimationState.cs index ca26ba55c..98221fa9c 100644 --- a/spine-csharp/src/AnimationState.cs +++ b/spine-csharp/src/AnimationState.cs @@ -89,7 +89,7 @@ namespace Spine { public delegate void TrackEntryDelegate (TrackEntry trackEntry); /// See /// API Reference documentation pages here for details. Usage in C# and spine-unity is explained - /// here + /// here /// on the spine-unity documentation pages. public event TrackEntryDelegate Start, Interrupt, End, Dispose, Complete; @@ -993,7 +993,7 @@ namespace Spine { // difference to libgdx reference: delegates are used for event callbacks instead of 'AnimationStateListener listener'. /// See /// API Reference documentation pages here for details. Usage in C# and spine-unity is explained - /// here + /// here /// on the spine-unity documentation pages. public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete; public event AnimationState.TrackEntryEventDelegate Event; diff --git a/spine-csharp/src/Attachments/PointAttachment.cs b/spine-csharp/src/Attachments/PointAttachment.cs index a83b53e0f..fa8bad636 100644 --- a/spine-csharp/src/Attachments/PointAttachment.cs +++ b/spine-csharp/src/Attachments/PointAttachment.cs @@ -35,7 +35,7 @@ namespace Spine { /// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a /// skin. ///

- /// See Point Attachments in the Spine User Guide. + /// See Point Attachments in the Spine User Guide. /// public class PointAttachment : Attachment { internal float x, y, rotation; diff --git a/spine-flutter/lib/spine_flutter.dart b/spine-flutter/lib/spine_flutter.dart index 80312e97a..65e7c6946 100644 --- a/spine-flutter/lib/spine_flutter.dart +++ b/spine-flutter/lib/spine_flutter.dart @@ -615,7 +615,7 @@ enum SpacingMode { /// Controls how bones are rotated, translated, and scaled to match the path. /// -/// See [Rotate mode](http://esotericsoftware.com/spine-path-constraints#Rotate-mode) in the Spine User Guide. +/// See [Rotate mode](https://esotericsoftware.com/spine-path-constraints#Rotate-Mix) in the Spine User Guide. enum RotateMode { tangent(0), chain(1), @@ -1877,7 +1877,7 @@ class PathAttachment extends VertexAttachment { /// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a /// skin. /// -/// See [Point Attachments](http://esotericsoftware.com/spine-point-attachments) in the Spine User Guide. +/// See [Point Attachments](https://esotericsoftware.com/spine-points) in the Spine User Guide. class PointAttachment extends Attachment { PointAttachment._(super.attachment) : super._(); diff --git a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/PathConstraintData.java b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/PathConstraintData.java index 60304f5e5..6285c1fad 100644 --- a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/PathConstraintData.java +++ b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/PathConstraintData.java @@ -167,7 +167,7 @@ public class PathConstraintData extends ConstraintData { /** Controls how bones are rotated, translated, and scaled to match the path. *

- * See Rotate mode in the Spine User Guide. */ + * See Rotate mode in the Spine User Guide. */ static public enum RotateMode { tangent, chain, /** When chain scale, constrained bones should all have the same parent. That way when the path constraint scales a bone, it diff --git a/spine-monogame/README.md b/spine-monogame/README.md index ce20dff50..9f7f36339 100644 --- a/spine-monogame/README.md +++ b/spine-monogame/README.md @@ -1,6 +1,6 @@ # spine-monogame -The spine-monogame runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [MonoGame](http://monogame.codeplex.com/). spine-monogame is based on [spine-xna](../spine-xna) and adds MonoGame project files. +The spine-monogame runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [MonoGame](https://monogame.net). spine-monogame is based on [spine-xna](../spine-xna) and adds MonoGame project files. ## Licensing diff --git a/spine-sdl/README.md b/spine-sdl/README.md index ad5eba469..b6826508d 100644 --- a/spine-sdl/README.md +++ b/spine-sdl/README.md @@ -27,7 +27,7 @@ spine-sdl supports all Spine features except screen blend mode and two color tin 3. If you are using C, add the sources from `spine-c/spine-c/src/spine` and `spine-sdl/src/spine-sdl-c.c` to your project, and add the folder `spine-c/spine-c/include` and `spine-sdl/src/spine-sdl-c.h` to your header search path. Note that includes are specified as `#inclue `, so the `spine` directory cannot be omitted when copying the source files. 4. If you are using C++, add the sources from `spine-cpp/spine-cpp/src/spine` and `spine-sdl/src/spine-sdl-cpp.cpp` to your project, and add the folder `spine-cpp/spine-cpp/include` and `spine-sdl/src/spine-sdl-cpp.h` to your header search path. Note that includes are specified as `#include `, so the `spine` directory cannot be omitted when copying the source files. -See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine SDL example in this repository. +See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimes) on how to use the APIs or check out the Spine SDL example in this repository. ## Example @@ -35,7 +35,7 @@ The Spine SDL example works on Windows, Linux and Mac OS X. For a spine-c based ### Windows -1. Install [Visual Studio Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx). Make sure you install support for C++ as well as th Windows SDK for XP/7/8. +1. Install [Visual Studio Community](https://visualstudio.microsoft.com/downloads/). Make sure you install support for C++ as well as th Windows SDK for XP/7/8. 2. Install CMake via the [Windows installer package](https://cmake.org/download/). 3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above. 4. Run CMake GUI from the start menu diff --git a/spine-sfml/c/README.md b/spine-sfml/c/README.md index 7f6354c14..65509b0b2 100644 --- a/spine-sfml/c/README.md +++ b/spine-sfml/c/README.md @@ -20,12 +20,12 @@ spine-sfml supports all Spine features except two color tinting. ## Usage -1. Create a new SFML project. See the [SFML documentation](http://www.sfml-dev.org/tutorials/2.1/) or have a look at the example in this repository. +1. Create a new SFML project. See the [SFML documentation](https://www.sfml-dev.org/tutorials/2.6/) or have a look at the example in this repository. 2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above. 3. Add the sources from `spine-c/spine-c/src/spine` and `spine-sfml/src/c/spine` to your project 4. Add the folder `spine-c/spine-c/include` to your header search path. Note that includes are specified as `#inclue `, so the `spine` directory cannot be omitted when copying the source files. -See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine SFML example. +See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimes) on how to use the APIs or check out the Spine SFML example. ## Example @@ -33,7 +33,7 @@ The Spine SFML example works on Windows, Linux and Mac OS X. ### Windows -1. Install [Visual Studio 2022 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx). Make sure you install support for C++, CMake as well as th Windows SDK for XP/7/8. +1. Install [Visual Studio 2022 Community](https://visualstudio.microsoft.com/downloads/). Make sure you install support for C++, CMake as well as th Windows SDK for XP/7/8. 1. Open Visual Studio and open the `spine-sfml/c` folder via the `Open a local folder` button 1. Let CMake finish, then select `spine-sfml-cpp-example.exe` as the start-up project 1. Start debugging to run the example diff --git a/spine-sfml/cpp/README.md b/spine-sfml/cpp/README.md index 636e0b144..dede9fe17 100644 --- a/spine-sfml/cpp/README.md +++ b/spine-sfml/cpp/README.md @@ -20,12 +20,12 @@ spine-sfml supports all Spine features except two color tinting. ## Usage -1. Create a new SFML project. See the [SFML documentation](http://www.sfml-dev.org/tutorials/2.1/) or have a look at the example in this repository. +1. Create a new SFML project. See the [SFML documentation](https://www.sfml-dev.org/tutorials/2.6/) or have a look at the example in this repository. 2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above. 3. Add the sources from `spine-cpp/spine-cpp/src/spine` and `spine-sfml/cpp/src/spine` to your project 4. Add the folder `spine-cpp/spine-cpp/include` to your header search path. Note that includes are specified as `#inclue `, so the `spine` directory cannot be omitted when copying the source files. -See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine SFML example. +See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimes) on how to use the APIs or check out the Spine SFML example. ## Example @@ -33,7 +33,7 @@ The Spine SFML example works on Windows, Linux and Mac OS X. ### Windows -1. Install [Visual Studio 2022 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx). Make sure you install support for C++, CMake as well as th Windows SDK for XP/7/8. +1. Install [Visual Studio 2022 Community](https://visualstudio.microsoft.com/downloads/). Make sure you install support for C++, CMake as well as th Windows SDK for XP/7/8. 1. Open Visual Studio and open the `spine-sfml/cpp` folder via the `Open a local folder` button 1. Let CMake finish, then select `spine-sfml-cpp-example.exe` as the start-up project 1. Start debugging to run the example diff --git a/spine-ts/spine-core/src/AnimationState.ts b/spine-ts/spine-core/src/AnimationState.ts index e4cb41047..1372d3d3d 100644 --- a/spine-ts/spine-core/src/AnimationState.ts +++ b/spine-ts/spine-core/src/AnimationState.ts @@ -218,7 +218,7 @@ export class AnimationState { } else if (timeline instanceof AttachmentTimeline) { this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, attachments); } else { - // This fixes the WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109 + // This fixes the WebKit 602 specific issue described at https://esotericsoftware.com/forum/d/10109-ios-10-disappearing-graphics Utils.webkit602BugfixHelper(alpha, blend); timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, timelineBlend, MixDirection.mixIn); } @@ -321,7 +321,7 @@ export class AnimationState { else if (timeline instanceof AttachmentTimeline) this.applyAttachmentTimeline(timeline, skeleton, applyTime, timelineBlend, attachments && alpha >= from.alphaAttachmentThreshold); else { - // This fixes the WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109 + // This fixes the WebKit 602 specific issue described at https://esotericsoftware.com/forum/d/10109-ios-10-disappearing-graphics Utils.webkit602BugfixHelper(alpha, blend); if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == MixBlend.setup) direction = MixDirection.mixIn; diff --git a/spine-ts/spine-core/src/PathConstraintData.ts b/spine-ts/spine-core/src/PathConstraintData.ts index 6b9cbc28a..b8f403515 100644 --- a/spine-ts/spine-core/src/PathConstraintData.ts +++ b/spine-ts/spine-core/src/PathConstraintData.ts @@ -87,5 +87,5 @@ export enum SpacingMode { Length, Fixed, Percent, Proportional } /** Controls how bones are rotated, translated, and scaled to match the path. * - * See [rotate mix](http://esotericsoftware.com/spine-path-constraints#Rotate-mix) in the Spine User Guide. */ + * See [rotate mix](http://esotericsoftware.com/spine-path-constraints#Rotate-Mix) in the Spine User Guide. */ export enum RotateMode { Tangent, Chain, ChainScale } diff --git a/spine-ts/spine-core/src/Utils.ts b/spine-ts/spine-core/src/Utils.ts index 4f063be46..9d065454b 100644 --- a/spine-ts/spine-core/src/Utils.ts +++ b/spine-ts/spine-core/src/Utils.ts @@ -329,7 +329,7 @@ export class Utils { return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value; } - // This function is used to fix WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109 + // This function is used to fix WebKit 602 specific issue described at https://esotericsoftware.com/forum/d/10109-ios-10-disappearing-graphics static webkit602BugfixHelper (alpha: number, blend: MixBlend) { } diff --git a/spine-ts/spine-core/src/attachments/PointAttachment.ts b/spine-ts/spine-core/src/attachments/PointAttachment.ts index bbc4198f5..86f92bb40 100644 --- a/spine-ts/spine-core/src/attachments/PointAttachment.ts +++ b/spine-ts/spine-core/src/attachments/PointAttachment.ts @@ -35,7 +35,7 @@ import { VertexAttachment, Attachment } from "./Attachment.js"; * used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a * skin. * - * See [Point Attachments](http://esotericsoftware.com/spine-point-attachments) in the Spine User Guide. */ + * See [Point Attachments](https://esotericsoftware.com/spine-points) in the Spine User Guide. */ export class PointAttachment extends VertexAttachment { x: number = 0; y: number = 0; diff --git a/spine-ue/README.md b/spine-ue/README.md index e56422b90..cfdb1c276 100644 --- a/spine-ue/README.md +++ b/spine-ue/README.md @@ -31,7 +31,7 @@ spine-ue does not support multiply and screen blending. spine-ue does not suppor 5. Add `SpinePlugin` to `PublicDependencyModuleNames` in your project's `Build.cs` file. 6. Open the Unreal Project in the Unreal Editor -See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs or check out the Spine UE4 example. +See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimes) on how to use the APIs or check out the Spine UE4 example. ## Example diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/AssetUtility.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/AssetUtility.cs index 841484b51..65fd5e6cf 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/AssetUtility.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Utility/AssetUtility.cs @@ -180,7 +180,7 @@ namespace Spine.Unity.Editor { try { attachmentType = (AttachmentType)System.Enum.Parse(typeof(AttachmentType), typeString, true); } catch (System.ArgumentException e) { - // For more info, visit: http://esotericsoftware.com/forum/Spine-editor-and-runtime-version-management-6534 + // For more info, visit: https://esotericsoftware.com/forum/d/6534-spine-editor-and-runtime-version-management Debug.LogWarning(string.Format("Unidentified Attachment type: \"{0}\". Skeleton may have been exported from an incompatible Spine version.", typeString), spineJson); throw e; } diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoneFollower.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoneFollower.cs index 721d2ab3b..917648037 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoneFollower.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoneFollower.cs @@ -43,7 +43,7 @@ namespace Spine.Unity { [ExecuteInEditMode] #endif [AddComponentMenu("Spine/BoneFollower")] - [HelpURL("http://esotericsoftware.com/spine-unity#BoneFollower")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#BoneFollower")] public class BoneFollower : MonoBehaviour { #region Inspector diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoneFollowerGraphic.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoneFollowerGraphic.cs index 6e0817616..a7d3ce13d 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoneFollowerGraphic.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoneFollowerGraphic.cs @@ -44,7 +44,7 @@ namespace Spine.Unity { #endif [RequireComponent(typeof(RectTransform)), DisallowMultipleComponent] [AddComponentMenu("Spine/UI/BoneFollowerGraphic")] - [HelpURL("http://esotericsoftware.com/spine-unity#BoneFollowerGraphic")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#BoneFollowerGraphic")] public class BoneFollowerGraphic : MonoBehaviour { public SkeletonGraphic skeletonGraphic; public SkeletonGraphic SkeletonGraphic { diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollower.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollower.cs index c52a91479..3d589fed7 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollower.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollower.cs @@ -41,7 +41,7 @@ namespace Spine.Unity { #else [ExecuteInEditMode] #endif - [HelpURL("http://esotericsoftware.com/spine-unity#BoundingBoxFollower")] + [HelpURL("http://esotericsoftware.com/spine-unity-utility-components#BoundingBoxFollower")] public class BoundingBoxFollower : MonoBehaviour { internal static bool DebugMessages = true; diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollowerGraphic.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollowerGraphic.cs index bcf448e8f..4c6c3ba1e 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollowerGraphic.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollowerGraphic.cs @@ -41,7 +41,7 @@ namespace Spine.Unity { #else [ExecuteInEditMode] #endif - [HelpURL("http://esotericsoftware.com/spine-unity#BoundingBoxFollowerGraphic")] + [HelpURL("http://esotericsoftware.com/spine-unity-utility-components#BoundingBoxFollowerGraphic")] public class BoundingBoxFollowerGraphic : MonoBehaviour { internal static bool DebugMessages = true; diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/PointFollower.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/PointFollower.cs index 5d26f4811..be28b1f4f 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/PointFollower.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/PointFollower.cs @@ -41,7 +41,7 @@ namespace Spine.Unity { [ExecuteInEditMode] #endif [AddComponentMenu("Spine/Point Follower")] - [HelpURL("http://esotericsoftware.com/spine-unity#PointFollower")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#PointFollower")] public class PointFollower : MonoBehaviour, IHasSkeletonRenderer, IHasSkeletonComponent { public SkeletonRenderer skeletonRenderer; diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonMecanimRootMotion.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonMecanimRootMotion.cs index f6c9d5eb0..48db47c2b 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonMecanimRootMotion.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonMecanimRootMotion.cs @@ -45,7 +45,7 @@ namespace Spine.Unity { /// For SkeletonAnimation or SkeletonGraphic please use /// SkeletonRootMotion instead. /// - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonMecanimRootMotion")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonMecanimRootMotion")] public class SkeletonMecanimRootMotion : SkeletonRootMotionBase { #region Inspector const int DefaultMecanimLayerFlags = -1; diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonRootMotion.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonRootMotion.cs index 6b5d35bcc..13b2db088 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonRootMotion.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonRootMotion.cs @@ -46,7 +46,7 @@ namespace Spine.Unity { /// For SkeletonMecanim please use /// SkeletonMecanimRootMotion instead. /// - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRootMotion")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonRootMotion")] public class SkeletonRootMotion : SkeletonRootMotionBase { #region Inspector const int DefaultAnimationTrackFlags = -1; diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs index fc28097e2..350045fd5 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs @@ -41,7 +41,7 @@ namespace Spine.Unity { [ExecuteInEditMode] #endif [AddComponentMenu("Spine/SkeletonAnimation")] - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonAnimation-Component")] + [HelpURL("https://esotericsoftware.com/spine-unity-main-components#SkeletonAnimation-Component")] public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent { #region IAnimationStateComponent diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs index a04f06743..f6845476b 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonGraphic.cs @@ -49,7 +49,7 @@ namespace Spine.Unity { #endif [RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent] [AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")] - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonGraphic-Component")] + [HelpURL("https://esotericsoftware.com/spine-unity-main-components#SkeletonGraphic-Component")] public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset { #region Inspector diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs index b07f08df3..c918836cc 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonMecanim.cs @@ -35,7 +35,7 @@ using UnityEditor.Animations; namespace Spine.Unity { [RequireComponent(typeof(Animator))] - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonMecanim-Component")] + [HelpURL("https://esotericsoftware.com/spine-unity-main-components#SkeletonMecanim-Component")] public class SkeletonMecanim : SkeletonRenderer, ISkeletonAnimation { [SerializeField] protected MecanimTranslator translator; diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderSeparator/SkeletonPartsRenderer.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderSeparator/SkeletonPartsRenderer.cs index 40931baf8..40f79f443 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderSeparator/SkeletonPartsRenderer.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderSeparator/SkeletonPartsRenderer.cs @@ -31,7 +31,7 @@ using UnityEngine; namespace Spine.Unity { [RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))] - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRenderSeparator")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonRenderSeparator")] public class SkeletonPartsRenderer : MonoBehaviour { #region Properties diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderSeparator/SkeletonRenderSeparator.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderSeparator/SkeletonRenderSeparator.cs index 9a0ca5844..175d6f4b6 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderSeparator/SkeletonRenderSeparator.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderSeparator/SkeletonRenderSeparator.cs @@ -47,7 +47,7 @@ namespace Spine.Unity { #else [ExecuteInEditMode] #endif - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRenderSeparator")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonRenderSeparator")] public class SkeletonRenderSeparator : MonoBehaviour { public const int DefaultSortingOrderIncrement = 5; 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 06dcf16e0..c2e6df529 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs @@ -65,7 +65,7 @@ namespace Spine.Unity { [ExecuteInEditMode] #endif [RequireComponent(typeof(MeshRenderer)), DisallowMultipleComponent] - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRenderer-Component")] + [HelpURL("https://esotericsoftware.com/spine-unity-main-components#SkeletonRenderer-Component")] public class SkeletonRenderer : MonoBehaviour, ISkeletonComponent, IHasSkeletonDataAsset { public SkeletonDataAsset skeletonDataAsset; diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonGraphicCustomMaterials.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonGraphicCustomMaterials.cs index 69e4f9bbe..882ffd21b 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonGraphicCustomMaterials.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonGraphicCustomMaterials.cs @@ -41,7 +41,7 @@ namespace Spine.Unity { #else [ExecuteInEditMode] #endif - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonGraphicCustomMaterials")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonGraphicCustomMaterials")] public class SkeletonGraphicCustomMaterials : MonoBehaviour { #region Inspector diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonRendererCustomMaterials.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonRendererCustomMaterials.cs index a85637807..309cc477a 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonRendererCustomMaterials.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRendererCustomMaterials/SkeletonRendererCustomMaterials.cs @@ -44,7 +44,7 @@ namespace Spine.Unity { #else [ExecuteInEditMode] #endif - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRendererCustomMaterials")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonRendererCustomMaterials")] public class SkeletonRendererCustomMaterials : MonoBehaviour { #region Inspector diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtility.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtility.cs index 006ea81b5..b37f56ad1 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtility.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtility.cs @@ -42,7 +42,7 @@ namespace Spine.Unity { [ExecuteInEditMode] #endif [RequireComponent(typeof(ISkeletonAnimation))] - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonUtility")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtility")] public sealed class SkeletonUtility : MonoBehaviour { #region BoundingBoxAttachment diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtilityBone.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtilityBone.cs index e373d7b00..b1602fc4b 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtilityBone.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtilityBone.cs @@ -41,7 +41,7 @@ namespace Spine.Unity { [ExecuteInEditMode] #endif [AddComponentMenu("Spine/SkeletonUtilityBone")] - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonUtilityBone")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone")] public class SkeletonUtilityBone : MonoBehaviour { public enum Mode { Follow, diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtilityConstraint.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtilityConstraint.cs index 9c32923a1..9fefc7083 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtilityConstraint.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtilityConstraint.cs @@ -41,7 +41,7 @@ namespace Spine.Unity { [ExecuteInEditMode] #endif [RequireComponent(typeof(SkeletonUtilityBone))] - [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonUtilityConstraint")] + [HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityConstraint")] public abstract class SkeletonUtilityConstraint : MonoBehaviour { protected SkeletonUtilityBone bone; diff --git a/spine-unity/README.md b/spine-unity/README.md index 158f763ce..b47c5a693 100644 --- a/spine-unity/README.md +++ b/spine-unity/README.md @@ -31,7 +31,7 @@ spine-unity is compatible with Unity 2017.1-6000.0. 1. Create an empty Unity project (or use an existing project). 2. Download and import the [`spine-unity.unitypackage`](http://esotericsoftware.com/spine-unity-download/). -See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimesTitle) on how to use the APIs and check out the spine-unity examples for demonstrations of Unity specific features. +See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documentation#runtimes) on how to use the APIs and check out the spine-unity examples for demonstrations of Unity specific features. ## Example