We have an entity in unity that has a child with a SkeletonAnimation component attached ('Eyeless' = Entity object, 'base' = spine object).
Before, I was handling turning around by just setting the parent scale to -1. This worked great with both the skeleton and bone following colliders. However, we decided that we wanted to add normal maps for lighting. This lead us to find that when we flipped the parent to scale -1 when a normal map is applied, the way lighting is applied to the normals appears to be working incorrectly.
https://streamable.com/pqd0ks
Now, this was fixed by using the ScaleX property on the SkeletonRenderer object to flip the skeleton. This meant however that now the skeleton was always facing the right (since the parent object turned by flipping it's scale on the x-axis). To combat this, I made the container object of the skeleton ('base' in the example picture) invert it's scale on the x-axis along with flipping the ScaleX property (a double flip essentially). This worked! Now the normal maps are behaving properly.
https://streamable.com/q0gyn3
However a new problem turned up. I was using BoneFollowers for most of the colliders of the entity and they now appear to be inverted.
https://streamable.com/aqehjc
Clearly I'm doing something wrong here; what is the correct way of doing this?