I need the ability to load and switch skeletons dynamically at runtime. I built out this functionality using SpineEditorUtilities.ReloadSkeletonDataAssetAndComponent(), which works great but it doesn't work in a build. Is there an equivalent way to do this in a build?
equivalent of ReloadSkeletonDataAssetAndComponent in a build
@jdbones For switching the skeleton at runtime, you don't need all the code overhead which is required for the editor. Please see this forum thread for details:
https://esotericsoftware.com/forum/d/12909-change-skeletondataasset-in-runtime
And this forum thread below, I just noticed that the above thread was actually covering SkeletonGraphic
, (which still applies basically, but needs some adjustments):
https://esotericsoftware.com/forum/d/12368-how-to-dynamically-loadunload-skeleton-data-assets
That did the trick, thank you!
Glad to hear it helped, thanks for getting back to us.