@effectic:
v3.0 runtimes will ignore flipX and flipY and won't be backwards compatible with inherited local-axis scaling.
If you used non-uniform scale before, you may need to adjust your animations. But it's also possible that they look just fine. (I used to use non-uniform scale at really tiny amounts just to warp sprites a little.)
If you used bone flipX and flipY, you DEFINITELY need to switch your animations to using negative scale and re-export.
If you DIDN'T use non-uniform scaling on non-terminal bones, or flipX or flipY, everything should work normally.
@[已注销]
It was one of the first things I tested when I first got Spine.
You definitely couldn't do that before.