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rolled back prefab update logic, new one was very dangerous, if needed can be reproduced manually, just reconnect your instance when needed
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Assets/UnitySpineImporter/Scripts/Editor/Util/SpineUtil.cs

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Original file line numberDiff line numberDiff line change
@@ -42,14 +42,8 @@ public static void buildPrefab(GameObject gameObject, string directory, string n
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UnityEngine.Object oldPrefab = AssetDatabase.LoadAssetAtPath( prefabPath, typeof(GameObject));
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if (oldPrefab == null)
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PrefabUtility.CreatePrefab(prefabPath, gameObject, ReplacePrefabOptions.ConnectToPrefab);
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else {
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UnityEngine.Object instance = PrefabUtility.InstantiatePrefab(oldPrefab);
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instance.name = instance.name+"_copy";
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PrefabUtility.DisconnectPrefabInstance(instance);
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else
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PrefabUtility.ReplacePrefab(gameObject, oldPrefab, ReplacePrefabOptions.ReplaceNameBased);
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PrefabUtility.ReplacePrefab(instance as GameObject, oldPrefab, ReplacePrefabOptions.ConnectToPrefab);
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GameObject.DestroyImmediate(instance);
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}
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}
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public static void builAvatarMask(GameObject gameObject, SpineData spineData, Animator animator, string directory, string name){

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