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[unity] Updated changelog with entry for "Fix draw order" parameter. Changed default value to disabled to maintain previous behaviour. See #1486.
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@ -256,6 +256,11 @@
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* `WaitForSpineAnimationComplete` now proves an additional `bool includeEndEvent` parameter, defaults to `false` (previous behaviour).
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* `WaitForSpineAnimationComplete` now proves an additional `bool includeEndEvent` parameter, defaults to `false` (previous behaviour).
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* Added a new `WaitForSpineAnimationEnd` yield instruction.
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* Added a new `WaitForSpineAnimationEnd` yield instruction.
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* 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`.
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* 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`.
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* Additional **Fix Draw Order** parameter at SkeletonRenderer, defaults to `disabled` (previous behaviour).
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Applies only when 3+ submeshes are used (2+ materials with alternating order, e.g. "A B A").
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If true, MaterialPropertyBlocks are assigned at each material to prevent aggressive batching of submeshes
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by e.g. the LWRP renderer, leading to incorrect draw order (e.g. "A1 B A2" changed to "A1A2 B").
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You can leave this parameter disabled when everything is drawn correctly to save the additional performance cost.
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* **Changes of default values**
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* **Changes of default values**
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* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.SpineStyle` instead of `MixMode.MixAlways`.
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* `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 {
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/// by e.g. the LWRP renderer, leading to incorrect draw order (e.g. "A1 B A2" changed to "A1A2 B").
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/// by e.g. the LWRP renderer, leading to incorrect draw order (e.g. "A1 B A2" changed to "A1A2 B").
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/// You can disable this parameter when everything is drawn correctly to save the additional performance cost.
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/// You can disable this parameter when everything is drawn correctly to save the additional performance cost.
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/// </summary>
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/// </summary>
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public bool fixDrawOrder = true;
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public bool fixDrawOrder = false;
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#endif
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#endif
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/// <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>
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/// <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>
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