Thanks again for answering @Jamez0r! 8)
rudra00 yazdıbut maybe each slot is reading the mesh renderer's layer and is assigned by that? so maybe it could be overriden?
Please note that Unity limits sorting functionality here, as each MeshRenderer
can have only a single sorting layer assigned. You can work around this limitation by using a SkeletonRenderSeparator component as mentioned above, splitting a single skeleton into multiple MeshRenderers.
By default, the spine-unity SkeletonRenderer
component just assigns a mesh at its MeshRenderer
component, you can then set properties of this MeshRenderer
component as desired. There is no additional "sorting layer per slot" logic possible without using multiple MeshRenderers.
If you just want to change draw order of slots inside a single skeleton, please see Draw Order in the Spine documentation, as mentioned by Jamez0r above.