Hi!
I have a spine project that uses a base skeleton and you can mix and match skins. The skeleton has 3 proportions using constraints(so they can use the same animations, but not the same outfits), so I'm suspecting there will be a lot of skins in the end (maybe 100).
In Unity I'm changing attachments(following mix-and-match equip example) to have any of the parts of the outfits look "damaged". But when profiling it seems every time it generates garbage and there is a little hiccup when copying the texture when cloning the attachment.
While it's not terrible, is there a better option here?
- Adding a damaged part as skin looks like an option, but then that would multiply the skin by 5. Maybe it's not a problem other than a bit hard to manage in Spine?
- Could one have, in the spine project, the damaged attachment in another slot and hide the original and show the damaged slot at runtime? Would this give less of a performance impact?
Any suggestions are appreciated!