Nick लिखाIt is like the slots visibility dot is useless (or a trap) unless for temporarily turning off the visual.
(Update: I understand the visibility dot on attachment is manly for frame-based animation and it make sense this way. It just that I don't understand why an turned off visibility on a slot would give me a warning. )
It is true it's a bit of a UI trap
it is confusing for new users. Hiding the slot is only really useful for temporary turning off visuals, as you said. The warning is given because people hide slots, then don't understand why the attachments for the hidden slots are shown at runtime but not in the editor.
I'm not convinced adding slots to skins is the right thing to do. However, we could hide slots in the draw order for bones that are in a skin that is not active. This is a little tricky to implement, as the draw order needs to consider that there are items not shown.
I'm also not sure about adding animations to skins. Animations maybe, as it would make sense for some skin-specific animations, but then they could just be placed in a folder.
Instead of adding folders to skins, if we hide things in skins that are not active, we could hide folders that are empty because of that.
Imagine using a panel and just one click to assign to a skin is a big improvement over the traditional way.
If you mean bones and constraints, you can already do this. Click a skin, click Add to Skin
, now go and click a bunch of bones and constraints
each click adds one to the skin.
Or do you mean to add attachments to skin placeholders? Note that is a different action than for bones and constraints. It can't be one click because it doesn't just "add to the skin", it sets the attachment for a skin placeholder for the current skin. Spine needs to know 1) what attachment to add to the skin, and 2) what skin placeholder to add it to.
You can move many attachments to new skin placeholders in one action: select any number of attachments not in a skin, click New...
> Skin Placeholder
. If you already have skin placeholders, eg this is your second skin, then maybe Import Data
can be used to place the attachments into the skin placeholders without any extra work.