So.... creating a custom region attachment was SO easy(ignoring some scale stuff), my boss thought it would be a good idea to do this :x :sweat:
We want to put a gameobject in a slot. I wait said game object to be parented to that slot's transforms. And I want the gameobject to be disabled once a key tells it so.
This would be used for Emitters, and spine objects.
TestAttachment at = new TestAttachment("MYobj", Test);
slots.Items[Slot].Attachment = at;
...
public class TestAttachment : Spine.Attachment
{
GameObject GO;
public TestAttachment (string name, GameObject go) : base(name)
{
GO = go;
}
}
The above code correctly places my new attachment into the slot, however, it being parented is another story. How would I go about making the new gameobject follow the transforms of the slot.
Also, draw order is a massive questionmark at the moment.
Anyhelp? plz
08 Nov 2016, 17:58
( I am a bit hesitant about spawning the entire skeleton in the utility bones to parent this under a bone. Apparently this was very costly (according to a dev who worked on it like 8 months ago)