Hello!
My artist created a wonderful beam texture that happens to sync with the animation of one of the characters in my game.
At first, I thought it would be best to stretch the texture, but the distance it goes is too far - so tiling is a better option.
The original plan was
[Bone 1] Beam Origin Attachment (Spark)
[Bone 2] Beam Destination Attachment (Splash)
Between them, a 4 vertex, FFD stretched texture. Then I would use unity to override the position of [Bone 2] to position the location of the splash/impact.
That works - but as far as I can tell, there's no option for tile-instead-of-stretched slots. If so, please correct me!
The new plan then was:
[Bone 1] Beam Origin Attachment (Spark)
[Bone 2] Beam Destination Attachment (Splash)
Then a LineRenderer with an animated UV texture.
Ok, this can work no problem!
... except that it doesn't sync up natively with the animation playing on the beam in Spine.
At this point, I could push further, but felt it was wisest to poll you guys in case I've missed a premise or there's a simpler way than reading the current frame from the SkeletonAnimation and matching it. : / :o