Majicpanda wroteWhoa whoa whoa, what........ t-minus 2 weeks til we buy this and massive prototyping happens. 😛 If we can still swap attachments for equippable items and do everything we need to make an ARPG with Spine + Mecanim I shall love thee forever. I really, really didn't want to have to work with Puppet 2d.
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^ all attachments added to skeleton are stored as separate game objects with 1 mesh per attachment (Region, Mesh, or SkinMesh with weighting intact) under a parent "Slot" object (named the same as the slot was named in Spine) and their render-orders are set according to the draw order of the Setup pose (doesn't handle DrawOrder keyframes).
You are more than welcome to toggle those on and off with code 🙂 Or add your own - just remember to set the renderer's orderInLayer to the right depth.
Additionally, with Unity 5 around the corner, if they do a good job implementing Mecanim graphs for arbitrary logic, you can expect a proper Spine-Unity implementation of SkeletonRenderer + Mecanim, rather than baked objects like this. That is as soon as I have time to do it 🙂
Added tutorial on how to use the new Attributes recently added to the runtime to make life easier.