Open SimpCarlWheezer opened 1 year ago
You can indeed use skeleton_slot_color_set as a workaround, though a rather clunky one. You'd need to draw the spine sprite from two separate objects, since you can't draw at multiple depths from a single object. So, from a separate object with higher depth, you'd use a with statement on the main spine object, use skeleton_slot_color_set and set the alpha of every slot you don't want to draw to 0, then draw_self(). Then from the main spine object (at a lower depth), use skeleton_slot_color_set a bunch more to swap the alphas, and draw_self() again. I've used this method to apply shaders to specific slots.
It's an awkward way to do it though, and an easier way to draw slots separately would be much appreciated.
Is your feature request related to a problem?
Currently, it is not possible to draw other game objects or sprites between the different parts of a character designed in Spine.
Describe the solution you'd like
A system that can display different parts of the Spine animation in different layers / depths would be the solution.
Describe alternatives you've considered
The temporary solution I found requires a separate animation design for specific interactions with the environment and other characters. I think it may be possible to customize the display of the different slots of the Spine animation in different layers using the
skeleton_slot_color_set
function, but I need to test it more.Additional context
The following links are useful for more information : https://esotericsoftware.com/spine-unity#SkeletonRenderSeparator https://wulverblade.com/character-interactions/