To control the display or hiding of specific attachments in Unity during runtime, you can use the Spine API to set the attachment for a slot. Here is a step-by-step guide on how to achieve this:
Find the Slot and Set the Attachment:
You can find the slot by its name and set the attachment to the desired one. If you want to hide the attachment, you can set it to null
.
// Assuming you have a reference to the SkeletonAnimation component
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
Slot slot = skeletonAnimation.skeleton.FindSlot("slotName");
// To display a specific attachment
slot.Attachment = skeletonAnimation.skeleton.GetAttachment("slotName", "Bracelet1");
// To hide the attachment
slot.Attachment = null;
Update the Attachment Every Frame:
If your animation keys the attachment for the slot, you need to override it every frame after the animation has been applied. You can use the UpdateComplete
callback for this purpose.
void Start() {
skeletonAnimation.UpdateComplete += OverrideAttachment;
}
void OverrideAttachment(ISkeletonAnimation animatedSkeleton) {
Slot slot = skeletonAnimation.skeleton.FindSlot("slotName");
slot.Attachment = skeletonAnimation.skeleton.GetAttachment("slotName", "Bracelet1");
}
Ensure No Conflicting Keys in Animation:
Make sure that your animation does not key the attachment for the slot you are trying to control via code. If it does, your code changes will be overridden by the animation.
Use Skins for Different Configurations:
If you have multiple configurations (e.g., different bracelets), consider using skins to manage them. This way, you can switch between different skins without manually setting attachments.
skeletonAnimation.skeleton.SetSkin("skinName");
skeletonAnimation.skeleton.SetSlotsToSetupPose();
By following these steps, you can control the display or hiding of specific attachments in Unity during runtime, ensuring that your animations and code changes work harmoniously.