Hello! I'm looking at the SkeletonRenderSeparator stuff with the intention of allowing "held" items such as weapons. My weapons can't be part of the character project, they need to be standalone prefabs.
Firstly: if there's a simpler way to do it, please let me know?
Otherwise, I'm looking at SkeletonRenderSeparator but kind of lost. Because of the way my characters are set up I'm handling all the Spine stuff at runtime, so would like to call this mysterious AddToSkeletonRenderer() function I've found, but can't find any documentation on it.
I'd like to:
- Add a SkeletonRenderSeparator component at runtime and
- Split it by Slot name (string)
- Then use BoneFollower to tie my weapon to the hand, and have the hand draw in front of it.
The BoneFollower stuff all works fine, I just need to get the draw order up and running... any chance of a heads up?
Thanks!
d
EDIT: for more context, my weapons are complex objects each with moving parts/ firing animations. Not swords where a few frames will suffice, and they need to be shared between several different models. So I don't want to be recreating complex (for example) Gun animations across several different characters. Hence setting them as prefabs and locking them using BoneFollower.