Hi there,
I need to change the assigned skeleton of a character in-game, so it completely changes its appearance and behavior.
I know I could do that by assigning another one to the Skeleton Animation component in that object, but I also have a complex render separator implemented that has a different configuration for each skeleton, so I also would need to change its configuration and even worst, the config for each part renderer as well.
As I don't see that reasonable, I'm thinking about instantiating each skeleton as a separate gameobject under the character gameobject itself, along with all its necessary extra components. Then I'd enable and disable them so only one of them is active at all times for that character.
The final result would be a character object with around five child instantiated Spine skeleton animation, utility, render separator (etc.) components in each of them.
What's your opinion on that? Is that performance wise and feasible? :think:
Thank you for your time.