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  • Spine And Unity... Worth The Effort?

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My artist has experience using Flash to animate, and build in Photoshop/Illustrator.
I, as the dev, have experience with either animating with mecanim, or sprite sheets. But not with Spine.
The current project's scope as it pertains to sprites and animations is to have characters with weapons/items/armor that can be swapped. So obviously we would rather not have to have assets for every possible combination.
Does spine make it possible/easy to swap out parts of the "puppet", and if so, is the extra steps in the workflow (on the dev side) worth it https://nox.tips/ https://xender.vip/?
I basically researched how to import a sprite with animations into Unity, and it wasn't too bad... but the sprites are definitely set up a little different, so would have to change some code hooks. So trying to find a comprehensive guide to implementing into Unity. If anyone can point me in a direction, that would be great too.

Have you checked the Spine Demos page? This is an easy-to-understand explanation of the various things that can be done by combining skeletons created with the Spine editor and the Spine runtime:
Spine: Demos

Implementing costume changing using Skins as shown on the demo page is easy. You should have your programmers check out the example scenes which include the spine-unity runtime. Integrating an official Spine Runtime into your applications requires a valid Spine license, though you are welcome to use the Spine Runtimes for evaluation purposes. For information on how to download and install the spine-unity runtime, please see the documentation: spine-unity Runtime Documentation