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?

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    @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.

    谢谢你的回复, 我现在使用的spine版本是3.8.99.