You can! You just get an attachment and set it on a slot. The method Skeleton SetAttachment
can do this for you using slot and attachment names, eg: Eg:
skeleton.SetAttachment("slotName", "attachmentName");
// Using names from your screenshot:
skeleton.SetAttachment("Weapon", "Sword");
Alternatively you can use Skeleton FindSlot
to find the slot, Skeleton GetAttachment
or SkeletonData FindSkin
and Skin GetAttachment
to find the attachment, then set the Slot Attachment.
You can read more about it here:
Runtime Skeletons - Spine Runtimes Guide: Changing attachments