Hi Nate, sry im no native and probably a little hard to understand.
We have a character with different equipment sets. (made with different skins in Spine)
In the runtime we modify a dummy skin, the active one, with the items (attachments) that the character should have equipped. This needs to be done because items can be cross-equipped.
Now the problem starts where there is attachment swapping based on the animation in Spine - like in the example of a walk animation where the foot attachment is swapped for a bend foot version for several frames to increase the quality of the visual movement.
In this case the foot (attachment(s)) cannot be swapped completely and the bend version is missing.
The reason for this is - as we think - because you can only access the first item behind a slot. This would be the normal version of the foot and not the bend version.
To clarify please find below an extract from the .json and a short code example of what we are trying and is not working:
"skins": {
"Naked": {
"L_foot": {
"lfoot": { "name": "Naked/Naked_lfoot", "x": 122.27, "y": -3.75, "rotation": 14.96, "width": 450, "height": 205 },
"lfoot_bend": { "name": "Naked/Naked_lfoot_bend", "x": 123.47, "y": -4.46, "rotation": 14.57, "width": 450, "height": 205 }
},
skeletonAnimation.skeleton.data.FindSkin("Naked").GetAttachment(L_foot, "lfoot"); // returns attachment
skeletonAnimation.skeleton.data.FindSkin("Naked").GetAttachment(L_foot, "lfoot_bend"); // returns null