So here's my problem:
I made a character which will need to be able to change clothes so:
-> every bone has multiple slots for the different "layers" of clothing
-> every slot has attachments named as the available clothes for that slot
[Ex: stated that the Chest_Default slot contains the skin level, the Chest_Middle one will have an attachment for every tshirt available, while the Chest_Top one will contain attachments for every jacket, allowing clothes layering]
-> clothes are then grouped by an editor script in unity which uses a custom "Cloth" class with a string clothName variable and a boneSlots List<string> variable containing all the slots for which that cloth is available, so that i can iterate through them calling SetAttachment.
Now I need to have a state animation (hand open, resting, close), but i found out that you can't key slots visibility, therefore i can't make a state animation that is consistent with the clothes-changing structure as apparently the only way to set a slot to be invisible is to make an empty attachment and select that (which I think, if that's really the case, it's really limiting) as the active one.