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  • About the last change of the unity runtime

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I updated the runtime yesterday and all my fixed animations (animation that I manually set in the "Animation" dropdown of the SkeletonAnimation component) are setted back to "<None>". There is now hundreds of broken of objects, and putting them back manually is would be very tedious.

I believe you made all fixed animation back to "<None>" if the boolean "loop" wasn't set to true...
I have tried to hack your code so it set the "loop" boolean to true if I have fixed animation, but I couldn't make it work...

Can you please help me ?

Uhg, sorry about that. I'm not actually sure why your animations would get set back to "None"... wait, I why see now. The animationName field was changed to _animationName, and then a property named animationName was added. This is because the Inspector requires a field, but we actually need a property to control changing the animation name at runtime.

To fix it for you, you can rename the animationName property to something else, then rename the animationName field to animationName so when you open your project all your animations will not be set back to "None". Be sure to change "animationName" in SkeletonAnimationInspector to "animationName".