Cool.
By the way, @hippocoder, speaking of filling in: I noticed some weird thing about OnEnable/OnDisable for the Unity SkeletonComponent. Maybe you have a better idea for the best solution:
Cool.
By the way, @hippocoder, speaking of filling in: I noticed some weird thing about OnEnable/OnDisable for the Unity SkeletonComponent. Maybe you have a better idea for the best solution:
@hippocoder You confused me with that last post. :s
Was that in response to Nate's question?
hippocoder escreveuScaling the container in unity breaks batching, though which leads to lower performance (unity will cause another draw call if any elements are a different size as it is a 3D engine, and needs to do so in order to keep lighting correct).
Does anyone have any code to reliably scale a spine model without breaking batching (I mean the entire thing, rather than just one part) ?
@hippocoder - I think that you're the man for the job :rock:
cheers
evs
@hippocoder, that would be the Event Timeline task on the Trello board.
@ZacCom, runtime documentation will come pretty soon.