To achieve frame-by-frame control over clothing in a Spine animation using Unity, you can use the Spine API to change attachments or skins programmatically. Here's a general approach:
Use Spine's Skin API: You can define different skins for each clothing item and switch between them at runtime. This is useful if you have predefined sets of clothing.
Control Attachments Directly: If you want to change specific attachments (like clothing) on a frame-by-frame basis, you can use the Skeleton.SetAttachment
method. This allows you to specify which attachment should be visible for a given slot.
Integrate with Unity's Animator: If you are using Unity's Animator, you can create an integer parameter that corresponds to the frame or clothing index. In your script, you can update this parameter based on your logic (e.g., using Fungus) and then use it to control which attachment is shown.
Here's a simple example of how you might script this:
using Spine.Unity;
public class ClothController : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
public string slotName;
public string[] attachmentNames; // Array of attachment names for each frame
void Update() {
int frameIndex = GetFrameIndex(); // Implement this to get the current frame index
string attachmentName = attachmentNames[frameIndex];
skeletonAnimation.Skeleton.SetAttachment(slotName, attachmentName);
}
int GetFrameIndex() {
// Implement your logic to determine the current frame index
// This could be based on an integer parameter from the Animator
return 0; // Example: return the first frame
}
}
In this script, attachmentNames
is an array where each element corresponds to the name of the attachment you want to show for each frame. You would need to implement GetFrameIndex
to return the correct index based on your logic, such as reading an integer parameter from the Animator.