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You can, but attachments are in the skeleton data. They are stateless and shared by all skeleton instances.

To be clear in order to have a different runtime skin per gameobject/skeleton, I made one for each gameobject/skeleton.

If I can do the "skin bodypart per color" in Spine, and make the runtime skins with the proper body colors I want, how could I do it in unity?

SkeletonJson needs to read the attachment color, store it on the attachment, and multiply it along with the slot and skeleton color. It's on my todo list.

Ok thanks for your time Nate. I will wait for it. And sorry for bombing you with questions 🙂