To clarify: these are the methods we are using:
Spine.Attachment templateAttachment = theSkin.GetAttachment(slotIndex, hatPart.template);
Spine.AtlasRegion atlasRegion = cachedAtlasRegions[hatPart.region];
Spine.Attachment newAttachment = templateAttachment.GetRemappedClone(atlasRegion, true, false, skeletonAnimation.SkeletonDataAsset.scale);
currentCustomSkin.SetAttachment(slotIndex, regionName, newAttachment);
Like Fainder said, these run-time cloned attachments are automatically correctly tinted for region attachments, but mesh attachments show up untinted.
Oh and we are using Spine 3.7 for both (Editor is 3.7.91 and Unity is Spine 3.7 2019 March 20th).
Ok well I fixed it manually on our end for now:
if (templateAttachment.GetType() == typeof(Spine.MeshAttachment))
{
Spine.MeshAttachment newAttachmentCasted = (Spine.MeshAttachment)newAttachment;
Spine.MeshAttachment oldAttachment = (Spine.MeshAttachment)templateAttachment;
newAttachmentCasted.R = oldAttachment.R;
newAttachmentCasted.G = oldAttachment.G;
newAttachmentCasted.B = oldAttachment.B;
newAttachmentCasted.A = oldAttachment.A;
}