mathius777 Has there been any progress on flipping an animation at runtime and still having correct bounding boxes that were created in the animation? Flipping with skeleton utility works, but I don't see a way to do this at runtime. Thanks.
Majicpanda Seems to show ok in the latest runtime and using Spine.Skeleton skeleton as a variable and getting this at runtime and setting skeleton.flipX
mathius777 Weird. I tried getting Skeleton on a SkeletonAnimator object and it was null. Maybe I am doing something wrong.
Majicpanda Skeleton skel = GetComponent<SkeletonAnimator>().skeleton; should return what you're looking for assuming you've created one on the object and use InChildren etc if required.