Few days ago I found that the newly spine-unity runtime support binary format animation data, so I decided to update my
project runtime. (http://zh.esotericsoftware.com/forum/Unity3D-Unity3D-runtime-binary-format-loader-problem-4561)
The early runtime we used has been added something to work more convenient. Here is the classes that we searched from web.
NGUISkeletonAnimation.cs
NGUISkeletonRenderer.cs
But when I imported the package into my project, some problem happened:
We use "RenderQueue" to control the layer of Animation and NGUI objects. I know spine use "OrderLayerID", but NGUI even does not have a render...
material.renderQueue = renderQueue;
For some special magic effect, we need change material. but runtime use the sharedMaterial,
Material getInstanceMaterial (Material src)
{
if (_m_maps.ContainsKey (src))
return _m_maps [src];
Material m = new Material (src);
m.hideFlags = HideFlags.DontSave | HideFlags.NotEditable;
m.CopyPropertiesFromMaterial (src);
#if !UNITY_3_5
string[] keywords = src.shaderKeywords;
for (int i = 0; i < keywords.Length; ++i)
m.EnableKeyword (keywords [i]);
#endif
_m_maps.Add (src, m);
return m;
}
As the latest runtime change the additive to BlendMode, we need to reexport our animation data. that will need take really long time.