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when will "always dirty" bug be fixed?
I remember you guys already aware of this bug long time ago. Just wonder when will this be fixed?
I can't even click the Apply / Revert buttons when there exceed a certain amount of spine object inside a prefab.
Nick написалI remember you guys already aware of this bug long time ago. Just wonder when will this be fixed?
This is the respective issue ticket:
https://github.com/EsotericSoftware/spine-runtimes/issues/1273
I started working on it back then, unfortunately I failed to create a working bugfix for this issue that would not lead to other (more severe) issues. Therefore this ticket has been put back on-hold, partially in hope that more recent Unity versions would provide additions or changes in the respective prefab API. Sorry that this ticket has not been re-approached yet for a long time now.
This issue has jsut been resolved, please see this forum thread:
Two questions: Prefab thumbnail & SkelRend inspector update
Nice
Thank you
I am wondering if we can change the logic a bit here to make it possible to configure a global default.
Basically I am interested to have this enabled globally in my project and on-demand to disable it where it is necessary (basically no where at the moment in my project).
I am thinking something like this:
- the fixPrefabOverrideViaMeshFilter boolean to become a three-state enum with "Enable", "Disable", "Use Global", with default to "Use Global"
- introduce an option in SpinePreferences to control the "global" default
- Link the option between SpinePreferences and the SkeletonRenderer
I have created a pull request to check the concept: https://github.com/EsotericSoftware/spine-runtimes/pull/1938
You're awesome, thanks again for your contribution! :nerd:
We have intended to add a Spine Preferences
Default Fix Prefab Override
parameter which would simply set the bool parameter of newly instantiated skeletons. However, your tri-state solution makes sense as well. I will give it some more thought and will implement the best suitable variant next week.
My demo-code is a bit hacky Especially in the part where it links the editor flag to the runtimes... But I couldn't think of a better way.
And I also just realized there might be some small issue with it: If the user changes the setting through the Editor/SpineSettings.asset's inspector directly it would not account for this change until the editor reloads (either restart or domain reload I guess?). I guess this could actually could cause some headache with some hard to track issues.
Thanks for the hint! I think this could be solved in one way or the other though.