Hi guys !
π
The game is running in Unity, it's local multiplayer and every "player gameobject" has its own skeleton though they share the same skeletonData exported from Spine.
With a single player there is no problem but with multiple players the draw order of the different players is messed up. π
I should also say that every character subscribes to skeletonAnimation.UpdateLocal, I don't know if that's relevant. :wait:
I guess the easy workaround would be to export multiple skeletonData but it doesn't sound satisfying :/