- Modifié
In Unity (4.6), is it possible to render a particle (or another 2d sprite or a 3d object) in between 2 pieces of a spine animation?
For example, maybe a character is holding a torch with a fire/smoke particle, and I want those fire/smoke particles to render behind the character's head but on top of his hand.
I see this here, http://forum.unity3d.com/threads/drawing-order-of-meshes-and-sprites.212006/ - is that relevant ?
If this type of thing isn't possible, then it seems we would need to split our spine animation up so the background and foreground pieces are in different spine animations. Then, export them both separately. The thing that sucks about that is now you have 2 different spritesheets (with maybe some sprite duplication) so they probably wont be as efficiently packed. Unless, you could somehow make them share the same "master" spritesheet- is that possible?
I see in SkeletonRenderer.cs that there is a field for zSpacing. I set that to a higher value and then my spine animation mesh was very split up. But, the particle still renders completely on top or behind the entire mesh, not the individual pieces. Loading Image
That test was done using Unity 4.5.5. Could this behavior be differet in 4.6?