Hi,
I'm seeking for a better solution for a Spine character that has to use 100+ pieces of equipment.
Such character is already working in Unity, but my engineer and I think the current setup is prone to creating problems in the future and is not ideal. I'll explain.
The character moves to all directions (top view), which means some of his equipment has a "front" and "back" look.
So far in Spine I made bones that the engineer attaches the equipment to, but all of it is done manually, increases work and chance of mistakes and bugs, and also limits the animations.
We have bones for front and back for each attachment position (weapon_front, weapon_back). In Unity we have an object with a BoneFollower component following each of these bones (weapon_front, weapon_back).
The engineer disables/enables front nodes or back nodes depending on the animation we want to play. The attachments (weapons) are Spine’s SkeletonAnimation, we don’t use Sprites, as the examples we have seen online. The reason for this is because we want to have specialised animations for each attachment (weapon).
My engineer asks if it's possible to switch Bones on/off (Bones, not slots nor images), but that clearly has no effect in Unity because it's not "keyable".
The idea would be to handle visible and invisible equipment by altering a bone's visibility.
Any suggestions on how to improve/change this?
PS we've already checked the following video but it doesn't address our case:
VIDEO