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2 | 2 | ## Component Architecture Restructuring |
3 | 3 |
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4 | 4 | > **Note:** You can find Chinese and Japanese translations of this upgrade guide right next to this file. |
5 | | -> * [中文版 4.3 分体组件升级指南 - Chinese 4.3 Split Component Upgrade Guide](https://github.com/EsotericSoftware/spine-runtimes/tree/4.3-beta/spine-unity/Assets/Spine/Documentation/4.3-split-component-upgrade-guide-zh.md) |
| 5 | +> |
| 6 | +> * [中文版 4.3 模块化组件升级指南 - Chinese 4.3 Split Component Upgrade Guide](https://github.com/EsotericSoftware/spine-runtimes/tree/4.3-beta/spine-unity/Assets/Spine/Documentation/4.3-split-component-upgrade-guide-zh.md) |
6 | 7 | > * [日本語版 4.3 分割コンポーネントアップグレードガイド - Japanese 4.3 Split Component Upgrade Guide](https://github.com/EsotericSoftware/spine-runtimes/tree/4.3-beta/spine-unity/Assets/Spine/Documentation/4.3-split-component-upgrade-guide-ja.md) |
7 | 8 |
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8 | 9 | --- |
@@ -36,7 +37,7 @@ All component settings and fields will be automatically transferred - nothing wi |
36 | 37 |
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37 | 38 | **However:** Due to these type changes, existing references in your custom scripts may be lost because the component types no longer match (e.g., `SkeletonAnimation` is no longer a subclass of `SkeletonRenderer`). |
38 | 39 |
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39 | | -### Required Upgrade Steps (In Order): |
| 40 | +### Required Upgrade Steps (In Order) |
40 | 41 |
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41 | 42 | 1. **🔒 BACKUP YOUR PROJECT** |
42 | 43 | Create a complete backup before upgrading. These changes will modify your scenes and prefabs. |
@@ -71,7 +72,7 @@ All component settings and fields will be automatically transferred - nothing wi |
71 | 72 | - Under "Upgrade Scenes & Prefabs" |
72 | 73 | - Click `Upgrade All` button |
73 | 74 |
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74 | | -### What Will Break If You Don't Prepare: |
| 75 | +### What Will Break If You Don't Prepare |
75 | 76 | - Component references in scenes or prefabs may be lost (set to null) once you save your scenes or prefabs |
76 | 77 | - Building before upgrading all scenes/prefabs may result in missing components in the build |
77 | 78 |
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@@ -108,15 +109,15 @@ This two-step approach helps isolate issues - if something breaks, you'll know w |
108 | 109 |
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109 | 110 | The spine-unity 4.3 runtime introduces a major architectural change: **separation of animation from rendering by using two separate components instead of component inheritance**. This enables flexible combinations like using `SkeletonMecanim` for animation with `SkeletonGraphic` for rendering, which was previously not possible. |
110 | 111 |
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111 | | -### Key Changes: |
| 112 | +### Key Changes |
112 | 113 | - **Component Split**: The previously monolithic components have been split into separate rendering and animation components. |
113 | 114 | - **Separate Components**: `SkeletonAnimation` and `SkeletonMecanim` no longer inherit from `SkeletonRenderer`. They now work alongside a separate renderer component (a subclass of `ISkeletonRenderer`), such as `SkeletonRenderer` and `SkeletonGraphic`. |
114 | 115 | - **Interface Updates**: New `ISkeletonRenderer` and `ISkeletonAnimation` interfaces with updated property names. |
115 | 116 | - **Settings Grouping**: Mesh generation settings are now grouped under `MeshSettings` property. |
116 | 117 | - **Automatic Migration**: The Unity Editor will automatically upgrade your components to the new split components and transfer deprecated fields when `AUTO_UPGRADE_TO_43_COMPONENTS` is defined (*the default*). |
117 | 118 | - **Upgrade all Scenes and Prefabs**: To upgrade all scenes and prefabs at once, go to `Edit - Preferences - Spine` and under `Automatic Component Upgrade` hit `Upgrade Scenes & Prefabs` - `Upgrade All`. |
118 | 119 |
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119 | | -### Component Relationships: |
| 120 | +### Component Relationships |
120 | 121 |
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121 | 122 | | **Old Architecture** | **New Architecture** | |
122 | 123 | |---------------------|---------------------| |
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