I have modified the relevant scripts and implemented the functionality myself. The case has been resolved.
In BoneFollower I made such adjustment
} else { // For special cases: Use transform world properties if transform relationship is complicated
if (!skeletonTransform) return;
Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.WorldX, bone.WorldY, SkeletonRenderer.GetBoneDepth(bone) )); // Added "SkeletonRenderer.GetBoneDepth(bone)" replacing "0f"
if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
if (!followXYPosition) {
targetWorldPosition.x = thisTransform.position.x;
targetWorldPosition.y = thisTransform.position.y;
}
And at the end of SkeletonRenderer I simply added the function
public float GetBoneDepth(Bone bone)
{
return zSpacing * skeleton.DrawOrder.FindIndex( x => x.Bone == bone);
}