[unity] Updated changelog with entry for "Fix draw order" parameter. Changed default value to disabled to maintain previous behaviour. See #1486.

This commit is contained in:
Harald Csaszar 2019-09-25 15:45:37 +02:00
parent b3eb4534e7
commit f8073dc13d
2 changed files with 6 additions and 1 deletions

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@ -256,6 +256,11 @@
* `WaitForSpineAnimationComplete` now proves an additional `bool includeEndEvent` parameter, defaults to `false` (previous behaviour).
* Added a new `WaitForSpineAnimationEnd` yield instruction.
* Added a new generic `WaitForSpineAnimation` yield instruction which can be configured to wait for any combination of animation track events. It is now used as base class for `WaitForSpineAnimationComplete` and `WaitForSpineAnimationEnd`.
* Additional **Fix Draw Order** parameter at SkeletonRenderer, defaults to `disabled` (previous behaviour).
Applies only when 3+ submeshes are used (2+ materials with alternating order, e.g. "A B A").
If true, MaterialPropertyBlocks are assigned at each material to prevent aggressive batching of submeshes
by e.g. the LWRP renderer, leading to incorrect draw order (e.g. "A1 B A2" changed to "A1A2 B").
You can leave this parameter disabled when everything is drawn correctly to save the additional performance cost.
* **Changes of default values**
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.SpineStyle` instead of `MixMode.MixAlways`.

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@ -100,7 +100,7 @@ namespace Spine.Unity {
/// by e.g. the LWRP renderer, leading to incorrect draw order (e.g. "A1 B A2" changed to "A1A2 B").
/// You can disable this parameter when everything is drawn correctly to save the additional performance cost.
/// </summary>
public bool fixDrawOrder = true;
public bool fixDrawOrder = false;
#endif
/// <summary>If true, the mesh generator adds normals to the output mesh. For better performance and reduced memory requirements, use a shader that assumes the desired normal.</summary>