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  • when will "always dirty" bug be fixed?

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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.

17 дней спустя
Nick написал

I 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:

  1. the fixPrefabOverrideViaMeshFilter boolean to become a three-state enum with "Enable", "Disable", "Use Global", with default to "Use Global"
  2. introduce an option in SpinePreferences to control the "global" default
  3. 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.