Hehe... actually I don't think I need so many in the final version, but I'm in the initial phase of ordering the model parts around and I prefer to have maximum flexibility.
This is how it looks like for a specific animation I'm working on now:
Loading Image
The numbers on the center are the 'order in layer' and the numbers on the extremes are the corresponding element. As you can see there a lot of them that could go in only one group. 15 and 18 are exceptions but yeah, I could do much better than this. :p
10 Mar 2017, 17:49
Hi there,
Not wanting to be an ass necroing old posts, but I never got a solution for this and I humbly think that this is a HUGE problem in the Unity runtimes. At least from my point of view.
In short...: if you assign a given slot to a skeleton renderer separator element, and that slot end up with no active attachments at some point (which could happen with slots for clothing, jewelry, weapons, etc) the whole sorting order scheme gets pretty messed up, because that element loses its assigned part renderer, being effectively skipped. So the 'Order in Layer' value you did set for the original (skipped) renderer "overwrites" the next one in the list.
I don't know about you but I strongly believe that one should be able to configure a separator slot name to any slot, regardless if it could be either have active or inactive attachments at some point in the execution.
And why this is a problem? Because I'm making my characters interact with each other. Hence the need for renderer separators and so many elements that could be sorted out in a fairly complex way (adult game). :p
Well, I think the way it works now is ok if you're assuming your characters will always be separate entities. I also think that its been assumed that a slot will always be populated with an active attachment... and IMHO that's assuming too much. For me it's only normal wanting to have a special slot for clothing pieces that can perfectly go over an existing body part... being "can" the key word here. That's the point of this...: if I have a bracelet image that I want to activate for some characters but not for others, I want enabling/disabling them to be a seamless process.
The only thing that comes to my mind to resolve this is to, instead of enabling/disabling attachments, get them transparent or not... but... man, that would be so awful and inelegant that I'd want to cry as a baby every time I see my code... :S
Mmm, another "solution" would be to create placeholder slots in between the real slots I want separated, and put in them a transparent pixel attachment that I never disable and then assign that slot to the separator... another dirty fix.
So, any chance to get a proper solution instead? 😉