New user, and please excuse the (possibly) newbie question! 😃
We are looking at a fundamental decision for how to handle animated scenes in a large game project. The game will have many scenes, possibly more than 100. Each scene would be 1 Spine object.
The scenes consist of a static background, with several animated objects on top.
We would like to reveal a number of layers (sub-objects) in the Spine scene, but reveal them one at a time. We don't want to animate this in Spine using e.g. opacity, but rather, we would like to use our own de-masking shader effect from the shadergraph.
Is it possible for us to target individual layers within the Spine scene from Unity code so that we could apply our shader like this?
We are still new to Spine, but our initial investigation points to this not being possible, because individual sub-objects in a Spine object (scene) cannot be addressed via script, and hence the shader can’t be applied / triggered individually.
Is this correct (ie what I’m describing would not be possible), or is there an obvious workaround which we’re missing?