Hi there,
I have a character with three skintones drawn by my illustrator. Their images don't differ in line art and dimensions, so I've opted for linking their meshes under well defined slots.
For example, the Head slot has three mesh attachments: Head_Normal, Head_Dark and Head_Light, being Head_Normal the master mesh.
Being attachments under a slot, only one of them can be shown/active in the editor at any given time. OK.
And now I want to make use of the Skins feature so I can quickly change between skintones, so I've followed these instructions...:
http://esotericsoftware.com/spine-skins#Shortcuts
...to create three skins and assign the appropriate meshes to each skin in the form of multiple skin placeholders.
All is good and dandy except for one little thing...: all the linked meshes retain their selection setup between skins.
I mean, let's say I have the 'Dark' skin selected and all of its placeholders meshes are selected (therefore their children are also active). Then I switch to the 'Normal' skin and I got this on screen:
I only get shown the images not assigned to any skin.
And even if I manually toggle on the visibility of all the placeholders that go with this 'Normal' skin, when I switch back to the 'Dark' skin, it happens the same: I lose my previous visibility selection for that skin as it never existed.
So that is my question: are skins supposed to remember attachment visibility selection in the editor...?
If not... well, I think they should! :p
And... well, I ask about the editor but what it really gives me shivers is that this behavior also applies in Unity runtimes (?), because that would introduce my coder to a new world of pain... π
Or am I doing something wrong?
Thank you for your time.
Ok... I've just figured what I did wrong.
I've created a skin placeholder for each image, when I should have created only one and put the three skintone versions in there!
I'll leave this post here just in case someone manages to make the same error as me... Yeah, I know it would be difficult to match my incompetency but still... :p
Thanks.