• Bugs
  • Slot visibility between animation

Make skeleton with 2 slots and 2 animations. Make slot1 visible and slot2 invisible for animation1, now switch to animation2 and make slot2 visible and slot1 invisible. Switch to animation1 ... you can see slot visibility stays same as for animation2. Bug is: each animation should keep own visibility stats.

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Which engine and runtime version?

This is not engine, this is Spine, latest stable version.

Just covering our bases:
Slot visibility is not keyable. Slot visibility is purely for the editor.
It's the slot's active attachment that is keyable.

So you don't actually key a slot to be invisible.
What you do is key a slot to be empty.

Is this the problem you're running into?


I see key icon near slot1 and slot2 - so it's keyable. Why does not saved?


Any ideas why it is not saves for different animations?

It's not keyable. The key icon is for the active attachment, not the slot visibility.
The key icon next to a mesh attachment keys the vertex positions.
I've opened an issue in the spine-editor tracker so this can be communicated more clearly in the future: Better communicate the difference between slot visibility and keyed slot attachment. · #149 · EsotericSoftware/spine-editor

I tried what you did for active attachments and it works fine/I can't replicate a bug. So if you are actually doing that, I'm not sure what else is required to replicate your bug. If this is the case, can you describe it further?

See, I set visibility for slot and change animation, visibility stays same for different animations. Why do you use key icon here if it's not keyable.

Slot visibility is not keyable. Please read the issue.