Hello. My game has multiple objects that differ only in their spine scenes. They use same animation, same logic etc.
Is there an easy way to change spine scene in runtime. For example when object is initializaed I want to select suitable scene depending on it’ property, similar to selecting sprite texture bu for spine:
local new_sprite = match_element.colors[self.color]
sprite.play_flipbook("#sprite", new_sprite)
local new_spine = match_element.spines[self.color]
spine.set_scene("#spinemodel", new_spine)
In my understanding closest to this behaviour currently could be achieved with skins but if possible I want to use skins only as skins and not bloat single spine. Plus as I understand it is impossible to use multiple skins at the same time for the same object instance.
While my game has only few such objects I could create few GO with different spinemodels and with the same script, and spawn them as needed using multiple factories (or dynamic protoype factory). But it looks like it will go out of control quickly.