Just checked this against the Goblin example and see how it is all working.
Final question for workflow verification and I will force our funds manager to get this because it's simply amazing for what we're going to make.. 😉
If we have 20 weapons and 10 shields as example it seems ideal to put all of these in the Spine animation so that you can just call the SetAttachment method?
skeletonAnimation.skeleton.SetAttachment("chest", "female_plate_chest");
skeletonAnimation.skeleton.SetAttachment("mainhand item", "dagger");
This is way down the line after we get the tool but the final requirement would be to be able to change the animation to Idle_2h, Attack_2h so it would be a completely different set of animation transitioning which I assume we just call after someone equips an item.
skeletonAnimation.skeleton.SetAttachment("mainhand item", "halberd");