Init Hello! 我在"SkeletonRenderer.cs"的第352行看到"// Don't store mesh or material at the prefab, otherwise it will permanently reload", 我不太明白这个句话的意思. 我现在的做法是拖拽"skeleton_SkeletonData.asset"到场景中创建一个"SpineGameObject", 然后将其保存为prefab. 这个做法是错误的吗?
Harald @Init You must be using a very old version of the spine-unity runtime, as on 4.2, 4.1 and 4.0 branches line 352 is unrelated: EsotericSoftware/spine-runtimesblob/4.2/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs#L352 EsotericSoftware/spine-runtimesblob/4.1/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs#L352 EsotericSoftware/spine-runtimesblob/4.0/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs#L352 The respective line on the 4.2 branch is located on line 578: EsotericSoftware/spine-runtimesblob/4.2/spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs#L578 The comment here only documents the lines below. It would not make sense to hide user-relevant information in the middle of a method in code. Init 我现在的做法是拖拽"skeleton_SkeletonData.asset"到场景中创建一个"SpineGameObject", 然后将其保存为prefab. 这个做法是错误的吗? My current approach is to drag "skeleton_SkeletonData.asset" into the scene to create a "SpineGameObject", and then save it as a prefab. Is this wrong? No.