public void SetMaskInteractable(SpriteMaskInteraction spriteMaskInteraction)
{
ThrowIfDisposed();
_renderer.maskInteraction = spriteMaskInteraction;
_renderer.UpdateMaterials();
}
Even after disabling threads and disabling other additional optimization options, it still didn't work.
However, I did force the Material to update to include an Inside Material, as the bot suggested, but it still seems to work differently than in 4.2.
For the selected skeleton (i.e., the GameObject affected by UNITY_EDITOR or OnValidate(), as shown in the Inspector), the change is immediately applied at runtime. However, for unselected skeletons, only the mask interaction is changed, and the material only works properly after OnDisable or OnEnable is called again.
Am I misunderstanding something? Or is there something in the optimization options that's missing this?