diff --git a/CHANGELOG.md b/CHANGELOG.md index b9b9675bf..22f5f773c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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`. 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 e61906580..876709338 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs @@ -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. /// - public bool fixDrawOrder = true; + public bool fixDrawOrder = false; #endif /// 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.